Hey guise, So I'm making some assets using DDO and am importing them to UE4 (RMA-packed, metalness workflow). When I bring them in, they look... bright. And super shiny. So far I've managed to tame the shininess (used an Add and ~0.2 constant to taste), but it still looks bad. Like, the bronze on the door handle just looks…
I had the same problem multiple times turning off sRGB helped in some cases BUT you have to watch out; seems like sometimes UE4 imports the reflection maps with normalmap settings. In that case check the compression or click the revert button when the message comes up, worked for me. Happy that I finally found why the…
Be sure that your *reflection_.* texture is compressed as Masks in your texture options. :smile: That will automatically set the texture up for UE4 correctly, and will disable sRGB too!
Sweet, and thankyou. I originally thought I could get texture setting in Quixel. I was sitting at my desk struggling for an hour and then realised it was in UE4 :o
Double-click the texture in UE4's Content Browser. Adjust the compression settings from the texture editor window to the Masks compression setting, and update any materials which use that texture by adjusting the texture sample to Masks as well.
Looks like Teddy is handling this on Facebook, but I believe his answer is correct - check and make sure sRGB is turned off on your reflection map. :smile: