I created this FPS style knife to possibly package up with some of my others that I've made to sell on the Unity and UE4 asset store. I'm calling it done for now, but I may make a version that is really beat up if I have the time.
TL;DR if you just want to look at the art.
I'm sure this question is for the tech art or Troubleshooting section, but one issue that I'm coming across while texturing in dDO is the glossiness doesn't seem to translate to UE4 accurately from what I'm seeing in the 3DO viewport. This is for all of my assets that export to UE4 not isolated to this one prop. Unity seems close to what I am seeing in 3DO, but I seem to always have to tone down the roughness in my UE4 material. I am toggling the exporting option for the specific engine, UE4 (RMA packed). and I'm changing the texture setting in UE4 from D11/DXT,etc (stock option) to masks, and making sure the sRGB is turned off like I have read in other documentation, I'm also setting the masks option in the material editor for the RGB packed texture. I know 3DO has different HDR lighting options that might change the way something might look, but I usually make the lighting as neutral as possible to ensure no surprises once exported. I would prefer not to, but I'll probably have to use the cross app option to get the results I'm looking for. People are obviously using the Quixel suite to created assets for UE4 with good results, maybe they are just altering their roughness in the material like I have been doing, but I'm probably doing something wrong?
As promised there is art, here are a few screenshots. and a
link to the Marmoset Viewer. Thanks!