If you mean this image from here: http://www.marmoset.co/toolbag/learn/pbr-practice M refers to microsurface (either gloss or roughness, depending on which you are using. Make sure to read the key at the bottom of the image. The chart about is for the specular workflow, not the metalness workflow. For the metalness…
I know the reason for it being bright in CE3, it's quiet simply because you need to darken it in PS. A good trick i learned was to bring in the base albedo, bring the diffuse down in CE3 until you are happy with how it looks and then copying the luminosity value into PS. CryEngine simply handles textures much differently…
Well, the first thing to note is that the diffuse/albedo for any given material simply varies a whole lot. There is no "corrrect" value for rock, there are an unlimited amount of different colored rocks you could find in the real world, what is show in the chart is simply an example of one rock texture. As far as looking…
You need to really think about what information those textures should have in them. Diffuse is good, obviously, but the metal and roughness textures aren't good. How metal are bricks? Not at all, so you should have a flat colour. Your roughness has lighting information in it - you don't want that at all. You want your…