How can I make a simple hardsurface shader that works like marmoset toolbag 2?

Okay Mister Misciagno3d^^

I know you wrote me a pm and we could have handled it that way, but I think we might all benefit if I share my findings openly here

So, first of all…this is how my Wheel looks like in Toolbag 2 without too much tweaking

http://imagizer.imageshack.us/v2/xq90/21/1jhi.png

I basically do exactly what I described in my last post (this is for the dynamic setup now…so no baking etc. However, I am still using the skylight since it looks more accurate than the AC from the post volume)
When all the textures are in, I build my material which looks as basic as this here:

http://imagizer.imageshack.us/v2/xq90/594/oyvx.jpg
Note that the tesselation is plugged in, but not working right now…need to set this up properly^^

And after some minor changes in the post volume (mainly locking the auto exposure, deactivating lens flare, bloom almost and dof (only suuuper slightly to blur the bg)) it looks like this:

http://imagizer.imageshack.us/v2/xq90/833/j0jr.jpg

So this is almost out of the box. Just spend like 10 minutes to tweak the light direction and played a bit with some color correction stuff in the pp (cannot stop this =D)

I would say they both look pretty convincing. I know the roughness for example is not yet there on the wheel in UE4, but hey…spent 5min more on tweaking the power and lerp and you are there :slight_smile:

Cheers