Substance / Blender GLTF workflow = wrong metal render I have a 3D armor which was textured in Substance and exported following that pipeline: https://www.khronos.org/blog/art-pipeline-for-gltf, that is to say with a ORM map. 

However, once the maps pluggued in the right nodes in Blender (I'm using the glTF metallic roughness node from https://github.com/KhronosGroup/glTF-Blender-Exporter)...the metal renders like plastic, not at all like in Substance. I have tried to toggle Color / Non-Color Data modes, to darken the roughness... Nothing works.

Here are some screenshots. First what it renders in Substance painter.


Then what it renders in Blender using the gltf nodes


The node connexions:


And finally what it renders when plugging the maps in the Principled BSDF node


Can someone please explain me why I can't seem to get the metal effect right using the GLTF pipeline? :(

Thank you very much :)
An ORM texture stores each map in a channel : Occlusion in Red channel, Roughness in Green channel, Metalness in Blue channel.

You need to use a SeparateRGB node to split the texture into separate channels. Then, simply connect each channel to the corresponding input.