Quote: "In theory, yes. But just look at some of the games out there. The material on the GG chars are fine, relatively speaking. Likely better than what the overwhelming majority of end users can make. But render it in flat lighting with high ambient settings and it all looks like play doh. There is just something off in the way that GG max renders currently, aside from the materials in use."
Had a quick look, technically speaking it should be making use of the AO map in the surface texture. However that said I did have a quick look at the skin texture it self. The skin texture is way too light, which is the reason it looks like that in the shadow. Almost of the textures on the character is way too bright, because the engine doesn't make use of light scattering or surface scattering you end up with a character looking like this, when in the shadows.
It wouldn't be a bad idea, to increase the AO, as well as a bit of gloss and metalness to the textures, this should enhance the skin feel of the character.
But yeah the skin color is an issue
A bit of gloss, a bit of red hue to the skin.
Looks better even in the shadows.
Win10 Pro 64bit----Intel i7 4770k @ 3.5GHZ----GTX 1660 6gig----16gig ram