@jgonzalez Smoothness in Unity is literally just the inverse of roughness. I’m not sure why Unity decided to stick with that instead of roughness like pretty much everything else, but there you go. If it looks wrong you just need to invert it. iirc metallic / metalness maps are the same in Unity as everywhere else. Don’t forget to set any of the texture nodes in Blender (except the base color) to ‘non-color’, else the results can be slightly off. Another thing is that Blender uses OpenGL to calculate the normals, which flips the green channel I believe. I’m not sure which one Unity uses atm. You can choose between DirectX and OpenGL in Substance’s project settings.
Besides that, sometimes Unity’s renderer just makes the material look slightly different than in Substance / Blender, which just requires some tweaking.