That looks about right, but judging by your screenshot you haven't set the Default Color(grey) on the Projection node to match the Color 1/2(red) on the Blend Colors node.
Yes, I have scale reference. At first the default camera angle/degree in CryEngine was throwing me off. But I can recheck and make sure everything is up to par.
If you keep seeing this issue try setting the diffuse boost in the world settings to 1. By default they are set to 3 or 5 and they tend to produce some weird results. Hope that helps!
Plug the texture node (file226) back into the transparency attribute on the shader. Then set the viewport renderder to High Quality. For some reason, it doesn't show up when it's the default quality renderer
Make sure your .sbsar hasn't defaulted to a lower res: open your Mat instance(that was generated upon import) and make sure your output size is set accordingly.
Hey Computron, I'm using one of the default skies in Marmoset. I'll probably take this into UE4 after I fix a bunch of issues. Here's how it looks right now:
Hmm.... Maybe gridsnapping is on by default, and you toggle it off by holding the X Key? Is Retain component spacing or soft seelction enabled in the Move settings? Are crazy meshsizes or scalings involved?
Do you use a checkerboard texture to look for stretching? It really helps. There are many custom made ones and maya and max have a default one. Looks much better though.
Have you tried switching from Nitrous (default) to Direct3D or OpenGL? http://goo.gl/xrKM5B You may be stuck with Maya though because your system specs are wanting.
wow, could you say how many textures are you using for the whole level? It seems you are making batches of models with texturing instead of using default tileable textures.