Glossiness(specularsharpness in toolbag?) defines how sharp(mirror like) or diffuse(matte) the reflection is, adjust the slider or load a gloss map(in your spec alpha?) to control glossiness.
Glad you guys like it. I'm gonna make a real time model for it but was planning on it being fairly high spec so I'll probably have geometry for the spines.
I'm afraid that by running on a unsupported GPU this kind of issues is expected. At the moment we don't provide support for FirePro GPUs. As a reminder : https://www.allegorithmic.com/products/tech-specs
the good thing about this design method is it leaves it open to colour selection. So I can easily tweak it in game to find that nice mil-spec colour scheme :)
What an interesting and original concept, polycount member #15,548,264 Spec needs work as well as the lighting. way to ambient. makes everything look flat. Color scheme is clashing.
Show us your spec map. I think right now the biggest problem is the evenness of your specular. There should be places it is cut out, and places where it is shinier.
Same as Razgriz say's, that first one has too much detail that could be put into the spec and with the last image it looks too dirty on the diffuse to reflect that much of the environment.