I'm the same as you but I think it's best to just get the modelling and UV layout done in Maya and then use UE4 to apply your diffuse, bump, spec etc, maps of your UV layout onto your model inside of UE4 :)
i agree about the spec/gloss which is slightly different than the reference picture (check the wood above the grip, the more matte mag) .. still kudos for recreating something other than the standard boring M4, and for doing it well! :thumbup:
a quick google found me this image which has the specs written on it. Really it just depends on your game and which devices you are targeting, the latest devices can handle much higher poly characters than this and still run smooth.
I am also facing the same problem currently, does anyone know the solution to this problem?? I too have an asset with multiple UV sets and i need to tell marmoset to look for the same for diffuse, spec and normal. Thanks a lot.
@BARDLER - I'll make that change for sure. Remove the spec from reflectivity tab, to roughness plugged into gloss. Or use both? Also, is it a good idea to put the roughness map into the alpha channel of the albedo and select A in the gloss map tab in MT2? Thanks
I would say to overall improve, would be material definition better spec and normal maps. In the first image the giant stone door does not really read as a giant stone door. The stone in the second image it does not really read as stone.
I just use a plane with the text in the opacity/alpha slot. That way you can change the color, spec etc. directly in Max. Then turn off shadows/ao for the object. For engraved text you can simply add a normal/bump.
I know what is gloss map, I just did not understand semantics..;) i will use it, i think, and texture is not finished yet, i don't have spec map at all.. sponge bob will be in final version, I promise you :)
A bit of what the highpolies look like for this project. The nice thing about this spec is how quick and simple the HPs can be. When it all gets crunched down to a 256 or 128 a quick chamfer job looks the same as an actual subdivision model.
looks pretty nice! I would lower the noise on the plastic parts and darken the ammo ejection cover in the diffuse because it's slightly looking blown out. Some slight grunge and dirt would really add some interest to the spec map.