For metallic and roughness you need to disable the sRGB for the texture in unreal, those are Linear values. Only color is sRGB. That seam on the chest, looks like a normal problem.
Yes indeed, you have to preserve the gamma of all "mathematical" maps when working in linear workflow. That's just weird gamma is interpreted differently for 2 tga.
Current Progress, spent a lot of the day fighting with Unity 5 and Substance to get things looking the same across both. Had issues with linear color and sRGB.
maybe theyve just pushed the envelope, taken it to the next level! In addition to the linear scripted events of the first games they've applied it to the player movement and shooting as well
Mechanical arm is interconnected and all joints function and hold together.. When the animation starts the end point makes arc trajectory. How can I make it to do a linear trajectory? THNX
Open up your masks texture in UE4 and set the compression to "Masks". That will switch to linear space which will give you a better visual result. It doesn't do this automatically unfortunately.
instead of using that, use "add divisions", and choose U or V linear mode. Or just split each side by hand. You can find the option on "edit mesh" menus.
Sweet, as with Marmo, I did play around with Unity as well, and yes, gotta admit, the asset workflow is quite linear. Gonna do some more trials with the maps. Cheers!