Artifacts in normal and roughness maps from substance painter

I am also testing the mesh inside of the sun temple demo on production lighting as we speak. The mesh looks much better but the colors are way too dark compared to substance painter. I’ll report back on how it turns out and post those images.

Here’s the material:

I haven’t flipped the normal map, the system is building the lighting. As soon as that is done i’ll check with the green channel flipped. Could you please let me know the correct compression settings for the gray scale maps (Metallic, Roughness and AO)? I am using the Grayscale (R8, RGB8, sRGB) compression right now.