Hello,
Could someone perhaps explain or help me out why 3d coat PBR looks different to what material looks in UE4. Basically it seems like that the main issue is difference in roughness map. I am using metal/roughness workflow, but display of material itself is quite different in 3d coat than it is in UE4. Could it be possibly that UE4 natively does not use HDRI method for rendering, or is there simply difference in lightness/darkness of roughness map?