Hi kmwhitt,
I've been working on the issue for a long time with the guys from Corona Renderer.
Corona for C4D still in development, and had issues with normal maps.
But now with the last Corona for C4D "Alpha V6 hotfix 3", everything works find, and it's a really great renderer.
See if you're updated with the last version: Version: A6.3 (core 1.5 ).
You should working PBR Glossiness/Specular in Painter since Corona uses these maps.
- For the Color plug diffuse map from SP in the diffuse channel of the Corona Standard Shader
- For the normal map exported from Substance Painter:
Plug it in a Standard Corona Shader > Bump > Corona >Normal

Inside the Corona Normal: plug your normal map from SP (Method : Tangent) If you're working in "DirectX" don't change anything in the flip/swap checkbox. if you're working in OpenGL check the box "Swap red & green".

- For the Reflection: plug the specular map in the Relfection>Color (play with the Mix Strength to increase the spec level)
And plug the Glossiness map from SP in the Glossiness channel
Finally: input the IOR of your material in the "Fresnel IOR" channel
You'll find them over here:
http://www.pixelandpoly.com/ior.htmlAnd a Corona Tutorial on PBR shading over there
https://www.youtube.com/watch?v=hQ8kg2QkRsc
(If your asset has different part with different IOR: like a leather jacket with leather and metallic parts)
You should create two different materials with the same SP maps:
one with the IOR of the leather
one with the IOR of the metal
And combine them with "Layered Material" and mask with a Metallic map or any mask.
Here a exemple with chrome and leather with a checker mask:

With that your maps should work fine, if your using bitmap in none-linear gamma and the result isn't the same as SP try to use a Corona > Bitmap
set Linear or Manual Gamma for the Color Profil

Good luck with your projects.