First thing I noticed is how weak the normals are for the small details, especially for the greebles on the base of the model. If possible, I would go back and make those details more prominent on the high poly model and then rebake. Or you could always deepen the normals in photoshop by using some tricks such as overlaying duplicates of the normal and then neutralizing the blue channel.
Also, to pull off the metal look, you'll really need to add a lot more grunge and variance to the spec map. Maybe even some more to the diffuse.
First thing that screamed at me when I saw this. The use of the 3d total texture sci fi collection.
Don't do that. Use stuff for reference and to base stuff but don't just blatently copy someone elses texture work and apply it to your asset. Plus that collection is severely dated and it really doesn't fit well with this piece.
Also a true high poly model to bake ao and normals from for this asset is a great benefit. Another thing is the weird choices for geometry use where it really doesn't help the asset to use geometry and not just normal maps and info that would be baked from the high poly asset.
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Also, to pull off the metal look, you'll really need to add a lot more grunge and variance to the spec map. Maybe even some more to the diffuse.
Don't do that. Use stuff for reference and to base stuff but don't just blatently copy someone elses texture work and apply it to your asset. Plus that collection is severely dated and it really doesn't fit well with this piece.
Also a true high poly model to bake ao and normals from for this asset is a great benefit. Another thing is the weird choices for geometry use where it really doesn't help the asset to use geometry and not just normal maps and info that would be baked from the high poly asset.