There is just a lot visual noise in the normals and diffuse that really counteract the details. Its the huge amount of what looks like ZB noise generation on the go in your sculpts, no matter how you affect the normal map you can't separate that noise from the details you sculpted. If you have the time / willpower to go…
Wow thx alot Prtofdacrowd for taking your time!! :D i see what you mean, im currently using a vertex paintable material with 3 textures: What i didn't quite get really is why there should us an up vector(Z) for the moss? is it because of the behavior moss usually have in the real world? Im not sure but might the problem be…
What this guy said! Well pretty much, I think there is a lot of visual noise from the ZB noise generator, which is masking a lot of the hard work you have put into the sculpts. I would tone this down in the Normal and let the diffuse and spec pop them details. The gif is a great interpretation of how the moss should form…