ok its improved a little but not enough, bump up the power of your light sources but turn down the light radius that should help the scene look a lot less flat and reveal those speculars! if you still cant see the specular shines much then maybe try multiplying the spec with a constant as a test? also interesting to…
@ Patrikwindahl I used an emissive map and ran it through a material shader I built in UDK. @ SaferDan Ok, so it's not being able to differentiate between the metal, concrete, plastic, etc. in the scene and that specularity could help with this? And I'm a little confused when you say more shine if it's a dirtier feel. @…