3D-Coat has two PBR workflows to generate the texture images. The first one is a "Gloss/Color Specular" and outputs gloss and specular maps which works well for Octane. The second is "Gloss/Metalness" which does not come across very well. I found Roeland's metal texture node that simulates Fresnel reflections with a fall-off node. The details are here:
viewtopic.php?f=21&t=33213
I did a simple metal texture in 3D-Coat with the gloss/specular workflow and plugged the images into Roeland's node. To have it work for what I needed to do I added input pins for diffuse, roughness, and the normal maps. I hooked up the diffuse and normal maps as normal. I plugged in the color specular into the specular slot. The gloss map was plugged into the roughness pin and I checked the invert checkbox.
To get the right color I had to change the gamma for the diffuse and gloss/roughness to 1 instead of the normal 2.2. Is this because of Octane's linear workflow? Here are the results I got:
3D-Coat: Octane results: Any suggestions to improve this would be most welcome.

Jason