@bkjernisted: your question is a bit of topic for a coding forum but i’ll give it a try :eyebrowlift2:
substance painter is a program to paint textures on to a model. The end result of that action is a set of texture files that you can import into Blender, that is, you can create for example a Cycles material with Texture nodes that point to these textures.
But it always start with unwrapping your model in Blender.
So your workflow will typically look like this:
- create your model
- unwrap your model
- export your model (typically as an .fbx file)
[In substance painter]
- create a new project
- import your model
- paint your textures onto the model in 3D
- export the textures
- create a (Cycles) material on your model
- add Texture.Image nodes that refer to the exported textures
when you work in Substance Painter you will paint all texture information simultaneously (color, normal, glossiness, …) and when you export you will export all of them. Connecting 4 or 5 textures will all sorts of clever nodes to get a proper physics based render material is a lot of work and that is where tools like PBR-Ubershader step in: they provide a complete mode group where you plugin those exported textures.
You would still have to uv unwrap your model and paint those textures in Substance Painter of course.
Hope this helps,