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Unity uses its own PBR setup, painter supports it but there are some setting you have to set.
Here is a few u yube videos
https://www.youtube.com/watch?v=cpuK6FGNNLY&list=PLB0wXHrWAmCx994Cb7iRFSmupYHFw5DTx&index=33
Shows the different settings for Unity and Unreal exporting from painter
https://www.youtube.com/watch?v=S1A0YqdRhe4&list=PLB0wXHrWAmCx994Cb7iRFSmupYHFw5DTx&index=2
Discusses the different PBR models of unity and UE4
OOh my bad when you said standard i took it to mean you were using the standard PBR settings.
There are also many differences in the shader Unity uses. They are using a different BRDF which causes a big difference. We are working with Unity for the 5.3 release to ensure a much closer match. Unity 5.3 will now be using a GGX BRDF.
Can you post a screen shot of the differences you see? There shouldn't be a difference in the map itself, but the Unity shader in 5.2 seems to render a much more glossy appearance. Its not an issue of the metallic map, but more of how the smoothness is interpreted.
Its not the metallic map. The issue is the BRDF and the way the roughness is interpreted. You should use a levels to adjust the gamma of the roughness. You can do this by creating a standard layer at the top of the stack and add a levels effect. Set the layer to target the roughness and then set the blending mode to pass thru. Then add the levels and adjust the gamma.