You could try switching shading modes in Unity and see if all of your maps look like they should. It’s the top left dropdown in your scene viewport. Also, is your normal map set to “normal map” and not default “texture” in the import settings?
I think the issue is with linear vs. sRGB color space. DDo is supposed to export using sRGB with the Unreal preset, because that's what Unreal uses by default, but I think the new version broke that. You can uncheck sRGB in Unreal and it fixes it.
Get Roadkill free, its an invaluable tool. With that and the default maya UV tools, you have the best UV mapping toolset ever. Really, really powerful. If there is anything you dont figure out, feel free to ask for specifics. Good luck!
UE4 already uses HDR by default, and clamps it down to LDR using (mostly) the post processing settings. You can view the histogram by using VisualizeHDR. Also 4.15 added a filmic tonemapper that mimics the desaturation in film talked about at 22:10.
3ds Max adds dithering by default. This can be disabled in the Preferences. It's helpful to hide banding artifacts in diffuse or lightmap or other non-precision bakes. But not good for normal map bakes. This thread is a good read on the subject: Of Bit Depths, Banding and Normal Maps
getting there with all the detailing now, still need to stamp on the decals. Need to sort the plastic transparency bits out too, theyre still using default glass so they just look wrong. Then its time to set up a scene and some lighting.
Yeah, no crazy mouse button switching here - just using the defaults, it works fine ! Middle finger ftw :D And it makes the back button pretty easy to reach too with the ring finger (which I personally use for relead in FPS games)
Tamara, I never really met you in person, but from the couple your photos I've seen, I agree - she looks like you =) Maybe its because we're always drawing ourselves by default? :D Good work as always!
the pinching that occurs there is just because of the default smooth. instead of holding shift to smooth.. hold shift, click, then let go of shift and as you brush over it, the problem should go away. it moves the points around the pole away from it instead of toward it.
When rendering out image sequences in UDK, I like to use a free program called VirtualDub to compile them to .avi Just make sure that you change the framerate to whatever you rendered out to, as the program defaults to 10fps with image sequences.