Hey again PolyCount, wan't sure what to title this but here's my question:
I recently finished my first ever Zbrush sculpts and they were just 4 random planks of wood, which I took over to Maya and baked detail from, but why does my my material look like this in the Maya viewport:
http://i.imgur.com/OxkBh1I.png but vastly different in Unreal Engine 4? It loks pretty much the same however it has a white sheen to it even with 100% roughness and 0% metal value.
I assume the difference is just because UE4 is PBR and I have no idea what values to change properly to affect this weird white sheen it gives to the material.
Replies
100% roughness means very rough, and actually you can get some odd artifacts there, try setting it to a more reasonable value.
http://imgur.com/AFpxY9L
And here's the material nodes:
http://i.imgur.com/gmPTH7z.png
The difference is only, that the green channel of the NM is inverted, so the maps can be easily converted.
What Shader (material) are you using in maya ?
If in Maya you are using a blinn/phong shader, you need to use the same in UDK.
The UDK shader in the pic, do not looks like a blinn/phong shader, cause of the roughness and metallic parameters.
+ I always export my models to the engine in early stage and I look at the textures in the game engine. Not max\maya viewports of any other marmoset. I recommend this practise.