I was doing some research on how they built the interiors for the sky scrapers in Marvel's Spiderman and it seems they use a cube mapping technique to simulate a sort of 3d look which massively reduces the amount of overhead an engine needs to render thousands of building interiors by faking them in textures.
Additionally in the unreleased CSGO 2 they use cube mapping to simulate the liquid shader they built originally for Half Life Alyx in there. I find the effect really fascinating but haven't been able to find any real concrete information on how to make these maps.
Does substance contain the ability to build these advanced texture maps or is there some external tool I should be using in order to make these textures?
The interior mapping in the Spider-man's game was amazing, but this isn't something you'll have to do with the textures, because Substance 3D Painter will only export 2D Bitmaps and no informations about the engine's camera.
Therefore, you'll need to create a custom shader inside your engine, but hopefully there are many tutorials about this techniques:
Have fun with your windows!
Thank you so much for your detailed response! I'll look into these!