Why my mesh good in preview mode but in game is too dark ?

I model a Iron Man Mark 46 in maya, did all rig, UV, texture in Substance Painter, but when I import to unreal is pretty good in preview mode, but when I put in my project, is getting to darker. And its not only this model, other models have this same problem. Anyone have this kind of problem could help-me ?

God Bless u all.

This may be obvious but did you try playing with the lighting? Also you can try playing with the game brightness under Lit>Exposure in the view port.

Hello. So, i tried… is the test scene of unreal… but you see the table ? This shadows, materials, look so more good… the lights i think is good, right ?

Its look like the table have different lights of Iron Man… =/

Go under lighting drop down for the iron man and play with the check boxes there. There should be some lighting options that you can enable or disable.

Hello my friend. I mess with all the options in lighting for Iron Man mesh, but nothing changes… =/

Hi!

I’d say it’s your material… the other objects don’t seam too dark…
In the preview window you see your object/character with dynamic lighting!! …in your scene it’s… ? What lights do you have in your scene? Are they statioanry/movable?

Sorry that is all I have for ideas. I suggest trying the other answer that someone else posted.

Hello my friend. So, the scene it’s a basic when you open UE4. I just open a new project and put my model there… and its darker than the preview windows.

My materials from substance painter. i used the new livelink from UE4 to Substance Painter.

Substance’s materials (usually?) won’t show up the same way in Unreal… maybe it’s just me! :wink:
Have you tried to unplug the ambient occlusion node? That can cause this kind of darkening…

I unplug now, and still the same darker problem… =/

If you assign a different material to your character (non reflective, bright gray) is it still darker than the other objects in your scene?

I put the same material of the table in the helmet, and looks good…

Whats is wrong with my substance painter material ? I put all the nodes in the right place like the substance forum says… =/

Can you add a chrome material on him? I would suggest that there a missing reflections. Or it is the lightmap. Have you baked your Lighting in the scene? If so, can you increase the lightmap resolution to s.th. like 1024 or so and bake the lighting again?
And Maybe add a spotlight to your scene.

When you open the static mesh there you can find the lightmap resolution in the mesh settings.

hm, can you disable the normal map in your material?

can you import it as a static mesh and check the error is still there?
And add a point light infront of the head, I guess that you have too less light.

Hello Evil_Fischi. My mesh was imported as skeletal mesh and combined all mesh in one. So, how i change the lightmap resolution of that kind of mesh ?

I change the material for the chrome basic that UE4 have from basic material… and its good too… =/

I used the new plugin “livelink” with substance and UE4, the substance create all material nodes automatic… so, they have to be good, right ?

My mesh dont have lightmap res… i think skeletal mesh have diferent config…