Piflik... if those are your flats posted above then a majority of your problem is coming from you spec map. It is so dark for the main body of the gun. Like pitch black so its not going to have much spec to it. Take a look at the one Uly posted. See how the spec map is brighter then the diffuse. Metal gets its shine from…
remember to work in big steps man. it's important to see the forest through the trees and approach texturing in some reasonable steps. metal is particularly easy to get frustrated with while texturing, because so much of the final result lies in its specular. the one way ticket to working in circles on a tricky texture is…
Since I needed a brak from UV maping (and for teh lolz), i colorized the High...just some quick colors, no spec or anything whatsoever...I think I'll baek a diffuse, too...that way I'll have a completely seamless basecolor I can use... Finished the low and unwrapped it today...oh how I hate unwrapping...about 5.1k…