So, like promised, here's the maps. Please mind, they're heavily WIP. I want to flatten out the normals a bit because CrazyBump creates a normal from a diffuse where as other 3D software would create a normal from the high-poly model (thus resulting in smoother surfaces and such). For my workflow, it's really all over the…
I agree with the others in this thread too. With your normal map, this tutorial springs to mind: http://www.farfarer.com/temp/normalMapMiniTut.jpg if you remove any trace of lighting in your diffuse/albedo map then that texture will be ready for Physically-based texturing (PBR). Have a look at Unreal Engine 4's…
You're diffuse is fine it's your normal map and spec map that are really hurting you. You're normal map is too noisy in areas where it shouldn't and your normal map will influence the lighting of your surface and with it being noisy it hurts the reflectivity. so smooth out the normal map so that you are only getting…