Hey! Thanks for helping. I found out because of what you said that each material has the roughness and metallic texture using each RGB channel. The roughness and metallic textures on each material are using the RGB out instead of R or B etc. I guess this caused this issue. My quick fix is to just disable these and leave them, but I plan on making my own individual materials for each pre made material that way I get the full quality intended by the model creator. The reason I cant change the materials that are pre made is because the pre made ones are material instances and not master materials. The master material is an engine provided one for glTF so I don’t know if I want to change that. Anyway, thanks for leading me to find this, you earned a solution! ![]()