yea right now the spec looks like a copy of the diffuse with the contrast cranked up a bit. this usually isnt the best way to go about it. try adding some information into the spec that isnt in the diffuse, so when light rolls over it details that you dont normally see show up.
A normal map is definitely a must, especially in current gen games. The spec map should be, for the most part, lighter than the diffuse. Its used to color the reflected light/highlights. If you make it darker than the diffuse then it won't be much use, except for areas that aren't 'shiny' Here is something that you should…
i don't know if its just he darkness of the render and the contrasting bright background color you chose, but many of the edges of your weapon are lost. Start a new layer in Photoshop called "edges." Take a hard brush white and go over all the edges of your model, duplicate the layer, then put a small gaussian blur on the…
Nothing against your model, but I'm always amazed on how ugly that gun is. It just looks like it would hurt to let loose a few rounds and might even slip out of your hand. As for the model, your scratches are a but over done. It would really help if you got rid a few of the big splatter size ones on the flat areas. Also…