This scene is in UE4 and fully dynamic, UE4 has the same LPV that CryEngine uses as a beta features. And Epic is looking to support better real time GI solutions. [ame="http://www.youtube.com/watch?v=rOkJ1-vnh-s"]UE4 : "dynamic" sun/sky test - YouTube[/ame]
Jerc - On that note, it would be awesome to get a shader that was closer to what UE4 uses. I don't know what's involved with that, but the roughness values don't really relate to what UE4 wants to see so I can't use the painter viewport as a WYSIWYG editor. I have to accept that it won't match and just use experimentation…
Hello there. The door looks nice but the normal dents are very strong and repeat a bit too much on larger sufaces that are flat. try going into the dynamask and edit it a bit. As for the difference from quixel to ue4, try using the Ue4 hdri. there is as far as i remember also a ue4 preset in the render tab.
In UE4, is your imported map set to TC_Normalmap compression? UE4 sets it correctly if the file name ends with _n. Have you also tried flipping the green direcly in UE4 to see if that is the problem (it looks like that sort of issue)? What is the issue in the first image though? That looks ok to me.
UE4 is a totally different beast, its vastly more popular than UDK :) - I look forward to handplane support for UE4 it seem UE4 isn't even sync with Mikk-TSpace?! It's Quack's file with baked with Xnormal 3.19.8 If you want to bake your own: https://copy.com/TO16UFcRkhU1KTXk
There are many videos explaining how to do this in UE4 on Youtube. Just type type vertex painting ue4 there the first few hit will teach you how to do it.