Okay, holy crap. I created a similar material. Now the viewport is rendering all objects behind that material. how do I fix this? Nevermind... Fixed it. Turns out shaded mode really messes up materials :S. I thought it only removed default lighting/shadows.
Belt Buckle Thingy. Still have a long way to go when it comes to sculpting. Quick re-topo and unwrap, then into substance painter. Pretty much default 'bronze armour' smart material applied. Prop in Unity 5. Still have a long way to go, but thoroughly enjoying the process!
Hm. If exporting from Max, have you set your viewport to qualified normals (Xoliul Shader has a little script to do this for you), and are you exporting from Max with Direct3D viewport instead of the default Nitrous? You could also try flipping your green channel in Marmoset..
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.