Originally Posted by JordanW
A lot of the surfaces look like metal but I see no specularity or reflection.
Yeah, i noticed that too. I'm not sure what the cause is to be honest. Each surface has a specularity which shows up nicely in maya's viewport but then isn't translating across to unreal. I've boosted the levels in the shader editor but it's still not coming across how i want it. Perhaps it's has something to do with my lighting setup. Any of you Unreal gurus know what the problem might be?
I should mention that I originally had a separate spec map for the metal but now im deriving it from the diffuse.
Here's a shot of the floor in maya's viewport with 2 point lights. (Acutally, i've just checked the floor in Unreal's object viewer and it looks pretty much the same as Mayas so it must be the lighting thats affecting the spec somehow)
Thanks for the crits everyone. I defo need to add a few more elements of interest to it although the concept was pretty much just a long corridor.