I was working on this piece. I've created materials for my prop in order to change my base color, roughness, and adding some detail normals. Rendered in UE4.
P.d: The brick wall and the floor are materials made in UE4 as well.
It looks like you've got the metal value set to one, am i correct? This gives off the impression that the barrels are made from some anodized metal - the colours are too vivid, instead of the painted look I think you're going for. Painted metal is treated as dielectric, which means a metal value of zero.
I think you need some micro details on your normal and roughness values. An old barrel probably wouldn't have a perfectly smooth surface. Scrathes, paint separation, weathering, erosion etc. Looks too clean in the mid sections.
He's probably just checking to see if that's the reason for the odd reflections. But to be honest I think It's down to your metallic value. Have you read Allegorithmic's guide on PBR materials? It's for substance but the theory is universal and can be applied to any program that uses the Rough/Metal or Spec/Gloss workflow. Really helped me get a hang of what to do with each texture map:
Apart from that, muck around with your normal details, as the barrels seem too smooth and are somewhat boring to look at. The current detail would probably be fine for an environment prop however.
As a side note, if you're replying to a specific person and want to get an answer back, put an @ and then their name (e.g: @alexcz93 ), this'll send a ping to their inbox and you're more likely to get a reply.
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https://www.allegorithmic.com/pbr-guide
Apart from that, muck around with your normal details, as the barrels seem too smooth and are somewhat boring to look at. The current detail would probably be fine for an environment prop however.
As a side note, if you're replying to a specific person and want to get an answer back, put an @ and then their name (e.g: @alexcz93 ), this'll send a ping to their inbox and you're more likely to get a reply.