OK, here is a TG rendering of the shaded model. Mapping took a couple of days, shading just a few hours with Mixer. Color scheme is historically accurate. This will be dirtied up when I use it in a scene, and I'll wait till then to add the team and harness.
Still deciding on whether to switch to Mixer as my default shading app. (My Substance subscription expires in a few weeks, and I haven't updated to the new Adobe versions.) There is much to like about Mixer, especially the workspace and workflow. But there are a few key features missing, particularly with the paintbrush tool, which is very basic. (No symmetry mode, for starters, and no default textured brushes.) You have to bake your own texture maps (normal, curvature, occlusion, etc.) in a third-party app. (This is built-in in Substance.) It seems geared toward the gaming industry and not high-resolution still landscapes, where the models are often not lightweight. With large models it can be very slow. I understand that Mixer is free and is still in beta, so none of these are deal breakers. Still thinking about it.
Edit -- Mentioned this elsewhere, but even though Mixer takes a little more patience and effort, the resulting exported texture maps are beautiful.