How Substance exporter and Blender’s?

Hi all! I’m not sure this is the right forum but since this is a multi-tool question I figured this would be the best place.

I’ve recently noticed to my disappointment (but understanding…) that Cycles nodes are virtually untranslatable to Sketchfab, and one has to resort to Blender Internal or bake the textures and lighting into a much more simplified material in order to properly export materials from Blender.

My question is: does working with Substance products help provide more control over the end result in Sketchfab, than working on materials in Cycles? Is the Substance exporter decent? Are there any pitfalls I should be aware of? I’m about to embark on a new project and was thinking of keeping it in Cycles, but if the Substance integration with Sketchfab is top-notch that would definitely tip the scale in Substance’s favor, since it would mean less cumbersome, duplicate work - and a chance to learn a new tool at that!

Any opinions, workflow tips, and success stories welcome and highly appreciated. Thanks!

In short. Yes, use Substance Painter with Sketchfab. They are the best friends.
Cycles are used for still images. And what you need is a real time materials such as in game industry. So you need to bake AO, normal maps, albedo, metalic and so on.
I think you can use Blender, but in my opinion its far more easier to use S. Painter

If I can give You advice. I make content for games, and I use Sketchfab settings to export from Substance Painter. I am always very happy with what I get in Sketchfab.
Substance is a great tool for making textures. It’s much faster and more intuitive than doing the same in Blender.