I dont think I have the normal map output of that saved, it wasn't really meant to be better, just to illustrate what I meant by low/mid details. My example produces this noise, because I've used your diffuse as my base. I dont usualy do that, because then every value-difference will be counted as an height difference, and…
Odium, I think you are right, It may be the lighting that made things look a bit like plastic. But it may also be the detail on your normal maps combined with your spec. May I ask what your process is for making your normal maps? I really really like your diffuse textures, tho the detail in them get lost because of your…