When it comes to 3D modelling my go-to application these days is Foundry's (Luxology before they merged) Modo. Over the years I've tried most 3D modelling applications such as 3D Studio Max, Maya, Blender and Cinema 4D, but none of these seem to match the speed and intuitiveness that Modo brings. I always find myself fighting with the UI instead of embracing it. That said, in no way am I knocking the other applications, I guess I just have hundreds of more hours invested into Modo which makes it more of a joy.
Texturing on the other hand has recently been turned on it's head with the use of Quixel Suite 2 and Substance Designer/Painter. Historically I would have exported my UV sets from Modo, imported them into Photoshop, and then set aside a good few days of texture hunting, aligning, cropping, blending, painting, griming-up, more hunting, more cropping, a bit more painting, etc. Don't get me wrong, I still do a lot of these steps and I still head into Photoshop for post work, but I guess the biggest difference is that I can see these changes in real time, in 3D, on my actual model, within Photoshop. I've dabbled with both Substance and Quixel, and whilst both are fabulous products, I seem to be firmly routed into Quixel Suite 2 now.
With all these different applications there always seem to be a differences, albeit small, in what they call maps and their channels, or how normal maps are exported etc. It's never a big deal when I ultimately end up in Unreal Engine or Unity as Quixel has export settings preset for both engines. So I know with regards to Unreal that the Metallic map will plug nicely into Unreal's metallic material pin etc.
My Issue comes with me liking to produce a few high quality renders within Modo or Maxwell Render. It's not always true that the equivalently named shader channel exists within these. After some tweaking of Modo settings and the obligatory pluging of maps into random channels I found a sweet spot that seems to work for me. In now way am I saying this is the definitive combination of Quixel exported maps into Modo channels, but I am seeing fairly consistent results using these so far.
The section on the left, 'LargeVentFan_x' is the map that gets exported from Quixel Suite. The right section is the corresponding Modo channel. They all seem fairly similar apart from metallic and ao. The only other change I've had to make was within the Modo material.
Like I said, I'm not saying these are the definitive settings, but they do seem to give good results for the tests i've completed so far. I'll obviously update you if I find better results.