Doublecheck the UV editor to see if you have multiple UV sets. Your UV transfer may be working, but it isn't showing because it isn't on the default UV set.
Just to say, I'm pretty sure that's just the UE4 default material and that it's yet to be modelled and textured. Looks like there's more detail in the whitebox scene for the ceiling that is yet to be added
If you add a specular channel to a metal/roughness project in Painter or Designer, it will be used by the default shader the same way as Unreal uses it, to modulate the overall strenght of the specular term.
Did you import as a standard Default? Also, don't compress the Alpha channel and try Dither Alpha instead. Honestly, Alpha's work fine, something must be going on.
its probably just in a different channel to the default. bring up the object properties and try changing it. If the data is in the mesh and can be rendered there is no reason the viewport wont be able to do it.
I think you're getting the default navigation confused... All Maya navigation is on the ALT key. Alt + LMB is orbit. Alt + MMB is pan. Alt + RMB is zoom.
some initial turret and inhib sketch. Kinda inspired by the championship skins. Was thinking of making an inhib and turret that would be used for the world cup finals instead of the default stuff.
If you render with the scanline renderer set the filter type to Catmul-Rom, it's set to Area by default which blurs the render a bit. Catmul-Rom keeps it sharp. Alex
You can't render the xoliul shader (with mental or default) unless you screengrab your viewport which will take a lot of time.Use mental ray shaders for hipoly work :) .