Is there some way to make shit not look plasticy in this engine?
>>387090480
Avoid using too much specular.
>>387091978
it's a trick question. You can't make things not look like plastic because it's unreal
Tards go overboard on the specular and metallic shit because they think more effects and reflections = looks better
See also: overusing bloom, lens flare, and motion blur
>>387092228
yes
>>387092228
No, I just told you. People usually attach their specular maps to materials and don't modify it. Work to get a balance, its a lot of work.
>>387092698
This. If you know what you're doing, it's absolutely possible. I think the problem for some is that material values are named differently than in other engines, including previous versions of Unreal. So, at least in my experience, they tended to not do exactly what I expected, until I did some reading and trial-and-error.
>>387092884
Shit will still look like plastic in UE4 even with no specular maps.
Here's an example of me just doing a basic comparison of how UE4 renders metal vs Unity. This is just basic Model + normal map with the same PBR settings. It's pretty easy to see that UE4's rendition of metal looks vastly inferior to Unity's.
>>387090480
That's the wrong logo, anon. Unity's logo doesn't look like that.
>>387090480
Edit the materials. Adjust the roughness, metallic, etc.
>>387094849
Something about the chest part on the top model looks wrong, like it's inside out.