Realized that I forgot about Emissive, in this case I'm using 2 smaller RBG textures for it but If I had access to a node based shadergraph I would have made a separate mask texture for it, maybe 1024 in size that just masks in where I want the emissive in the R and G channel and control the color through a RGB…
so here is some progress on the texturing, nothing fancy mostly just blocking stuff out and trying to get the hang of PBR textures ^^ I'm currently using the metalness mask instead of a specular map - I don't really know what I should use for best results but I guess I have to test some stuff : ] pretty plain at the moment…