That's more so if you're using an entire image as a texture with lighting/specular info baked in. What I'm talking about is sampling the value of a single pixel. So, for instance, grabbing a value from an image of a tank can be a great starting point for a military hue. This is perfectly fine. Remember, the albedo isn't…
As far as physically correct roughness goes, I'd ignore it. It's not worth the hassle relying on measured values for roughness, considering it varies so much on a single object, let alone various objects of the same material. Eye-ball it in a variety of lighting schemes. There are a ton of resources out there for…