Hello there,
Currently my team are suffering from a burden of issues with Unreal's rendering of the models we have. We use Marmoset to configure our Specular's and such; however, when we take them from the development process and stick them into game, they look absolutely atrocious, we've tried numerous solutions, from Flipped green channels, re-modeled with new bakes, resolution, light variations in levels, but nothing could resolve the abundant erosion of bad lighting that proceeds on the model;
Here is a picture of the problem
If anybody out there could be caring enough to help us with a solution, it would be greatly appreciated amongst my team.
Replies
Other than that, there's not much of a sense in setting it up in Marmoset if it's going into UDK, you should be optimizing it for the target engine right away.
We have indeed looked at the specular/gloss. My artist was under the impression that Marmoset is the ideal renderer for previewing end results if not mildly based for the unreal engine.
there is no point it checking things in marmoset, if the target is UE3, just bring things into the game engine as soon as possible.
Can you post a shot of the assets in Marmoset to so we can see what look you are after?