Thanks for the kind words.
I have been using Substance Designer on and off for the last couple of years - but mainly for generating masks and things for some game projects I have been working on - some textures here and there though. There are some great videos now online for making procedural textures using Substance - you can just hunt around YouTube for "Substance Designer" - lots will come up.
The initial learning curve can be a little steep if you haven't used a node based editor at all - similar process to the node based material editor in max really - just with a lot more stuff that you can do. The biggest thing really is getting to know a good handful of useful nodes, and how to combine them with other nodes to get the effect you want. Generally of the bat a lot of what you are doing is blending noises together, warping them, and so on to get the look you want. If you use a stock noise as is, straight off, it can look procedural.
As for the rounded edges - this is just a chamfered box, I just have the rounded sections in the same UV island as the sides (if that makes sense). You will get some pinching at the corners of the rounded sections, but you don't notice it much with a texture like this.
I'm more than happy to post the substance designer file for this - if you guys are using substance. The graph is a complete mess though!!