It's already released. It's been released since August of 2013. If you mean the official release of the full game, that is to say once it's out of alpha and beta stages, the answer is: when it's ready. Not even the developers really know the exact date.
Really interesting! Its a alien world to me but i understand as much as this is a major part of the actual finish looks-wise of the game, hence this is so very important, glad to know someone awesome's behind this
Will there be any kind of interactable objects from the map? I.e destructiable building,bending fences/guardrails,opening and closing doors etc. Like props but not props is what I mean
So basically, the substance designer is a material editor, right? Are there ways to export the full graph into a Cycles material for example? What is the end point in the game? Generation of diffuse, bump, spec and normal maps? Thanks for the tutorial, very interesting.
Am I right in thinking this program is almost identical to Unreal Engine 4's material editor? There's a lot of stuff you can do in that just by plugging and configuring nodes using a base texture, normal map, specular, etc. I imagine we'd be able to flex its muscles a lot more once the engine is PBR enabled because it's great for wet materials and stuff.
Edit: Oops. I was talking about Substance painter, not designer. Not a dev here, but I have used substance painter before. It does generate all of those types of maps. It also allows you to import models, and give them a more realistically weathered appearance, than what is really possible in conventional ways. I believe I re-enabled the normal maps here, but I usually work without them, but here is an example from someone still learning the program. I can only image what a person who's actually used the program quite a bit can do.