why aren't you using the diffuse maps alpha channel to store your alpha info? Also you should have your alpha going to the opacity channel too. See if that works for ya.
Getting close to finishing the Diffuse. I could go crazy with the grunge, but I don't want it to look destroyed, still open for opinions though (hopefully Johny approves of my metal work). Next, I'm going to spend a whole lot of time with the spec.
Thanks guys, very helpful feedback. Here's an update: Gonna mess with it in Unreal now and try to get the Alpha to work in there. Hourences I'm pretty new to Unreal so I'd like to do a lot of those things you suggested just as soon as I figure out what they are. But I'll try and make the Alpha work within the Diffuse map.
You should consider adding a Multiply + Constant1Vector + your original Specular, bump up the strenght of the spec, and then using that as the real Specular. Itll make the metal look more reflective, like real metal. Also you should consider using a SpecularityPower map to tell the engine where to use wide or small spec…
Few quick notes - - think about the wear and tear users would cause - some scratches, dirt and wear around the door handle, maybe as if it was coming into contact w/ the door as it was always being opened and closed. The foot steps would show more wear, etc. - Looks like your 'shadows' are painted into the interior…