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The good news is you can get your model to look very close to how it looks in substance painter using some of the maps it exports, but it is going to take a little work. This first file is an image out of SP, with pretty much just fills of the standard materials thrown on it.
https://dl.dropboxusercontent.com/u/12436907/shop%20talk/cube/gun01.png
This second file is an image out of blender, using the maps out of Substance Painter and Blender's Cycles render engine. I very pleasantly surprised, because these are actually coming out better than my renders in 3dsmax and MentalRay.
https://dl.dropboxusercontent.com/u/12436907/shop%20talk/cube/gunsmaller.png
Before I go further, I want to talk to you a little about UV unwrapping. It's a little bit late to do anything about it now since you've already been painting and assigning materials, but you've got a 1024x1024 image with these little, itty bitty UV islands from what I'm guessing was an automatic unwrap. Since the textures which appear on your model only go inside the bounds of those islands, the majority of your texture space is wasted. It's just empty.
Ideally, you want to sort of tetris those suckers in there and really maximize the space you have to work with. My unwrap is by no means really good, and the model itself is pretty crappy, but you can see what I'm talking about here. https://dl.dropboxusercontent.com/u/12436907/shop%20talk/cube/gun_uvs.jpg
If you try and redo your UV unwrap now, though, you'll lose all of the work you've already done, so just keep it in mind for the next time.
Alright, without further delay, the maps you are going to need out of Substance Painter to use with Blender are the base color, roughness, and normal map for each material group from your substance painter scene. Sadly, there is no real one file solution to texturing an object, and even Allegorithmic's sbsar file actually contains multiple maps.
There are some viewport shaders folks are working on to get PBR materials to work in the viewport like in Substance, ToolBag, Game engines, etc, but at the moment none of them are committed to Blender's builds. If you're comfortable downloading prototypes and trying 'em out, great! If not, you're going to have to render the scene, or set the viewport to render (which is essentially the same thing) to really see the fruits of your labor.
Good luck!
Which is also worth mentioning, Tian, because even if you only used UE4 to preview meshes and animations, and maybe fool around with matinee, it would still be worth the $20/mo it would cost you. Plus you get to keep using it if for some reason you can't or don't want to pay the monthy fee any more. It's pretty win-win.
Hello,
SP can actually reproject the painting if you switch UV layout. It's part of the non-destructive nature of SP.
Please check this video. To do this, you would create a new UV layout, then bake a normal map with the new layout. Import the new normal into SP and apply it in the viewer settings for the texture set. Then, go to Edit>Projection Configuration and import the new mesh. SP will reprojection all of you strokes to match the new layout.
https://vimeo.com/93528890
It has all the inputs for the texture files that Substance exports. I use it all the time, and it's great.