PBR textures should have no lighting information (With the exception of Ambient Occlusion). This is unlike the old system where Ambient Occlusion would be put into the diffuse map.
why texture: for preview purposes, and I was going to experiment with Maya's Transfer Maps utility to create the diffuse map as well as normals. But it sounds like this is premature...
Nice results, a few issues with the normal but is not important, i wanna see the diffuse more dark, and watch how the highlight (specular) goes around the bake.
Oh no! Gold is a color to avoid? haha...probably too late now. Thanks for the feedback. Ill add more color into the diffuse so that it's less monotonous.