I've tried turning off sRGB and changing the compression settings to Mask. To export I used Substance Painter's UE4 default Export that uses a RMA. For reference this is how the model looks in Sketchfab (It's not 100% Accurate but decent) https://skfb.ly/6BtTq help please :c
when you export manually it remembers the setting each time the fbx dialog pops up i think the noprompt has the same process but just presses OK by default when a dialog wants to popup
That comparison is retarded? Im sorry but if your are going to make a comparison between engines you cant just leave the defaults on and expect a fair result. Just compare the features in the documentation if you want a fair comparison.
I haven't gotten a chance to use any version of Softimage past 7/7.5, so I'm not sure if any of the layouts or default values for these PPGs would have changed over the last few years.
Thanks. Don't worry the lights are all actually default UDK assets at the moment that I quickly stuck in when trying out different ideas. In the process of modeling some of my own that will fit in much better.
Make sure that any displacement maps that you export have at least 16-bit quality, the default 8 bit quality doesn't have enough resolution to produce accurate, error free displacement maps.
In my experience, Unreal has more artist-friendly tools included by default, and the features are pretty well documented. Unity is a bit easier to learn when starting from scratch, and has better mobile support.
1. You can probably make hotkeys in the hotkey editor. Not sure if there's any by default. 2. Not sure what you're asking here? 3. Hold J and scale it in the axis you want to make it planar.
Pretty obviously you don't have your reflection probes set up - it's just showing the default gray reflection. :D Same with the cobblestone background. Add a probe, bake it, and it should look much better!
I have had similar problems in the past with speedtree. I think speedtree resets your vertex normals to defaults. On top of that unfortunately their built in vertex normal editing doesn't do the trick for most things.