Cool. Black on grey is horrible for seeing the mesh in edit mode so it is a little hard to see what you are doing. Kinda dumb that is default but maybe they did that so people can choose what they want . Horrible for modeling in edit mode and not really that great in object mode. :O)
This is what I have been looking for for days but you lost me a little on the transition from Blender to Substance Painter. The last clip in Blender showed four tiles in your array. I see the "four tiles" in SP too but then your selection is only the repeatable section.
wait... tbh this is reverse thinking a bit from normal low poly work... in this it wont matter how detailed the mesh itself is (to a degree of course) because we will "bake" that into the normal instead of having a mesh that is full of vertices and their coordinates etc... and especially since we are repacking that into a texture output that we overlay onto a mesh, (like in a game engine) we wont need to pull the data from the mesh vertex data, instead we pull them from the normal map bit depth layers and rgb separation and this also applies the same with any other image data layers we choose to incorporate?
This has been a common way to obtain detailed models for games in a while now. First you sculpt a high poly object, then make a low poly version, and bake the details to its textures