it still looks very flat, place some omni lights around the mesh in toolbag to get some specular highlights and show off the materials and depth in the normal map.
Yeah, what Ged is getting at is that the flat lighting you're using isn't doing anything to bring out your normal or roughness work. This could be a non-PBR material at the moment. It's hard to tell it even has a normal map in the current lighting set up.
Ok I see what your saying, to be honest this was an older texture im just trying to convert it to PBR now should I be doing certain things, i was reading up on the marmoset website on converting old textures and trying to apply it here
ah thats better looks a bit wet and slick now but at least we can see the height, normals could be better if they had different heights/slants per stone tile rather than all being pretty much flat.
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it still looks very flat, place some omni lights around the mesh in toolbag to get some specular highlights and show off the materials and depth in the normal map.
Norm/Alb/Rough and just used black for the metalness