Bad reflections on some faces in blender, good on substance painter I've baked the high poly into low poly in substance, everything is right, and I can see perfectly the shading when it comes to the material I use in substance painter. But when I export those maps and textures to blender and use it in a material, I get this weird artifacts, like a bunch of faces are doing their own reflection... I don't exactly know what is happening.
In blender:

In Substance painter:

(The substance one shows a little bit more than the blender one, just to be clear)
EDIT:
Here is the blend file, with the textures and all set. Also, as asked in the comments, I already tried to recalculate normal withtout luck, and the normal map I baked was with OpenGL, just to be sure. In the .blend file you can see there is a weird shading even in solid.
Also, Metallic, Roughness and Normal are all set as non-color space in the material.
.blend with error
The problems were caused by some non-planar quads as lemon said in the comments. For some reason, the direction in which tris are generated on those specific quads is important. Maybe in the bake, they were autogenerated in the opposite direction. I think that's the case, because when I join vertices to make edges in the opposite direction of the shading, all is fixed.
The topology could be better and include some edge loops on the sides, so the non-planar quads don't even exists at all, but well, for the moment, it works!
Some pictures to improve understanding of this kinda problem. This is the model in solid and render pre-fix:
 
And this is post-fix:
 
After that, I just re-baked the lowpoly, and worked like a charm. Thanks, everyone!