Materials losing opacity, specular level, and glossiness from Autodesk 3ds Max

I haven’t been able to figure out if it’s on Unreal’s side or 3ds Max’s either.

Maybe I’m missing an option or two?

Bumping this thread. I haven’t figured it out.

Materials don’t always translate well from a modeling software to an engine. You should only add the diffuse/base color and normal maps inside 3ds max, then export the model and import it inside unreal. Then, import your extra maps (gloss/roughness, AO, specular/metallic, height) inside the engine and set them yourself inside the material. As for the opacity, make sur that your material blending mode inside unreal is set to masked, and plug your opacity map inside the opacity mask slot. If your opacity is located inside your diffuse/base color map (alpha), then plug the diffuse map’s grey pin (the one at the bottom) inside the opacity mask slot.

Hope that helps!

Yeah, I’d say that helps. Thanks! I suppose it isn’t much harder to add effects in unreal than it is in Autodesk. Just a bit more inconvenient.