Basically you need to have your A:M model ready and textured, then you export a version of it to paint on. After painting that version, you are done with it--all you want are the maps that you painted in the other application.
Import them into A:M and add them to the Image container of the decal. Since 3rd party formats do not allow you to have multiple sets of UV coordinates, you should set up your decal on one sheet, as described in this tutorial:
http://www.zandoria.com/uv.htmThe only problem that I have encountered is in the 5point patches and their UV coordinates... but I haven't experimented with that lately...
For me, I get everything I want with just A:M, 3DPainter, and Photoshop. But since A:M can make use of those incredible displacement maps, I can see the appeal of experimenting...