not sure why the color looks so weird in game. The helmet should be gold with black markings, and looks great when I preview the skeletal mesh - but when I add the mesh in the BP and look at it in the BP viewport or in game, it’s like the gold and black flip, and the help is primarily black with gold markings
Hi,
The picture in game looks like you have light/s in your scene that are blown out and the intensity should be decreased way lower. For the first picture, check the normal and roughness textures if they are set up properly. Try to open a normal texture of another object and see the settings and if they align with the helmets normal texture, same with roughness. Also check if you need to flip direction of the normal texture.
I brought the intensity down of the skylight from 10 to 5. I check the settings I have on other textures and materials and I don’t see anything off. It’s just weird that is looks fine in the skeletal mesh view, but once it comes in game it completely flips - how do I flip the direction of the normal texture?
Thanks again for the help!
In the material you should see R G B channels for normal texture and it should be the G channel. You can add one minus node that flips black and white values. Flip Normal map green channel