Is this for the UDK? I would take a stock image like this and plug this into the diffuse and specular. I mean it dosnt have to be as advanced as you are making it.
The best shader IMO would be one that has an anisotropic specular highlight that uses a crosshatch map to give the 2 different directions of the fibers, You could probably get away with a normal dark diffuse component. Then on top of that i'd have a regular phong highlight with reflection that uses the object normal, that…
Hey bugworld, from what i can see: -just don't use the normalmap (or tone it down a lot), the effect is really minimal irl, especially on the really shiny exterior carbon. They give that multiple layers of clearcoat so it becomes really smooth. -tweak the spec values. Specular is so important, you can definitely get it…