Part 4 is an additional video to the 3D round tripping series and this will cover the workflow on how to create the PBR textures in Maya as opposed to Flame.
So unlike the previous videos where the substance PBRs were created and applied in Flame before sending the FBX to Maya, part 4 will show you how to start in Maya 2018.1 and enable the ShaderFX materials and apply the StingrayPBS material to a model.
You can set the physical based properties like Roughness and Metallic and these will be applied to the Shader node when the FBX is imported into Flame. You also have the ability to apply EXR images as textures maps that will embedded in the FBX and correctly applied in Flame.
Finally, this video continues the trend of maintaining a scene-linear workflow, so ensure you set both Flame and Maya to work in Scene-linear Rec709/sRGB.