You might want to lower the camera and slow it down. Unreal defaults are mostly set for supersized humans moving at inhuman speeds. If you drop the camera down a few units and slow it down (preferably through blueprint) you'll probably find something more in line with real world proportions.
Mind if I ask why you'd need this? Alt-MMB is by default the Panning action in the viewport. But we use it in many other ways too, typically for dragging nodes or connections in editors, or adjusting live operations like bevel width in the viewport. hate to see you shoot yourself in the foot there.
Thanks, Danex! I realized after looking through the new materials in the default Unreal 4 library that my material building skills are too basic... I'm gonna focus on rehauling all the materials so they reflect more realistically. As of now, they aren't using any spec maps or gloss.
If the aim is to show off level design, then use a placeholder character with default animations. Unless I'm misunderstanding your design intentions, you shouldn't be designing the character animations at all. Your job as level designer is the interactivity and flow of the level itself. That's what you'll be judged on for…
By "Quixel" could you define what you're referring to? Is the issue within NDO or DDO? What project resolution are you working at? How many textures do you have loaded as PSDs - did you add more than the four default ones, if you're having trouble with DDO?
What Malk says is correct: The lambertian term (l dot n) is a direct part of the simplified version of the Oren-Nayar shader, so if you do not include that final multiply, then plug it into the diffuse slot of the default material, it will give identical results as to having the full thing in a custom lighting slot.
Really sold on the last design, those concepts are hella clean! Maybe there is a way you can integrate her default colors more? Like pink gems and glowy pieces instead of green? I image that without her mech it will be harder to recognize a re-skin of her with different colors.
hey, i know its been a while, did you ever find a way to reset a single brushe? I have settings on some that I want to keep, but I want to reset the basic brushes like Scrape or sculpt back to there default state! Any luck figuring that out?
Nice update! You may want to make the belt a tad bit bigger, since it should cover the seam between two items, and that could be real big. Also the bottom part is lacking any features discerning it from the default, so you may want to add some oomph to it.
Started working on the Diffuse this evening, still very WIP. default spec and a simple emissive map. lots to do but Im hoping to have this ready by thee nd of the weekend :) Imageshack kind of killed the subtle purple tinted spec, turning it disco purple... need to find a better solution somehow.