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Normal/Specular issues.

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

Untitled-1.jpg

If anybody out there could be caring enough to help us with a solution, it would be greatly appreciated amongst my team.

Replies

  • Adam L. Gray
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    Had a look at the gloss/specular power, perhaps this is what you're after?

    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.
  • Doppler
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    Had a look at the gloss/specular power, perhaps this is what you're after?

    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.
  • passerby
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    passerby polycounter lvl 12
    play with throwing a constant value into specular exponent, and using vales say between 10 and 80 depending on how wide or how tihgt you want hte highliht to be, and also multiply your specular map by a constant, so you can easily turn the spec up or tone it down.

    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.
  • Notes
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    Notes polycounter lvl 4
    Marmoset is great for quickly checking if normals are working correctly/ textures are cohesive in hue/saturation but aside from that UDK will change the look almost completely...in any case...maybe the lightmap??
    Can you post a shot of the assets in Marmoset to so we can see what look you are after?
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