Creating a Substance Painter export configuration for MODO
PBR maps creating in Substance Painter work very well with MODO's physically-based renderer. You can export the default metallic/roughness maps and use the Unreal material or you can use the default material with the physically-based shading model.
I prefer to use the physically-based shading model as I feel it gives a more accurate match with the Painter viewport. In Painter, you can create custom export configurations for use with a multitude of renderers. In this following video, we will walk through the export from Painter and material setup process in MODO for rendering.