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As I brought this material over to blender and hooked everything up, I noticed that some things where off.

This is how it looked like in substance painter(how it should look like):

enter image description here

And this is how it looked like in blender cycels: enter image description here

As you can see its to reflective and the x on the side isn't even straight.

This is how my node setup looks like: enter image description here

Ignore the displacement, it doesn't do anything here.

Some of my guesses are hdri, maybe cycels is different to the render engine in substance, I exported something incorrectly.

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    $\begingroup$ Your Normal Map, Roughness, Metallic and DIsplacement textures should all have their Color-Spaces set to Non-Color (instead of sRGB) $\endgroup$ Commented Aug 12, 2021 at 19:15
  • $\begingroup$ Yeah I noticed that directly after posting this but the result is still the same $\endgroup$
    – Sidney
    Commented Aug 12, 2021 at 21:44
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    $\begingroup$ In that case, I know Substance uses DirectX by default for it's materials (though it can do both) and blender uses OpenGL. Make sure you have Substance set to create OpenGL maps (though there is a node based conversion if you're really stuck). Also, Substance has been known to export rather "strong" Normal Maps from time to time; If all else fails, try turning down the Normal Map strength. $\endgroup$ Commented Aug 12, 2021 at 21:53
  • $\begingroup$ maybe it's because of the light or environment. Try it by bringing light closer perhaps $\endgroup$
    – Destiny
    Commented Aug 13, 2021 at 3:16
  • $\begingroup$ yup, I'm using open gl albedo map $\endgroup$
    – Sidney
    Commented Aug 13, 2021 at 9:44

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