@b_beauchamp Loving the murkiness! Though it looks like the specular terms on the fish skin are very high, to the same extent as the glass exterior. I think murky liquid like that would largely diffuse any penetrating light. Maybe try to find a way to keep the speculars on the glass but soften them on the fish skin.
@b_beauchamp I think the cloudiness you mentioned is from the glass being too rough and the reflections being diffused. Maybe the roughness on your glass is too high (its hard to tell from the packed map). If you add a multiply into your glass shader after the roughness map to darken it does that give you the effect you…
@Zorina I agree with what was said above and think you should increase your roughness on your materials so that they don't look as shiny as they do currently. Good work on your diffuse and models. @Zocky That plaster over brick effect is looking really good so far. Its really crisp. Worked on some lighting and effects…