Same as Razgriz say's, that first one has too much detail that could be put into the spec and with the last image it looks too dirty on the diffuse to reflect that much of the environment.
I think you should ignore specular and normal maps and concentrate on making a diffuse texture that you can actually understand, right now nothing makes sense, there is no reason to your chaos. Take a look at some of Philip's textures and tutorials: http://www.philipk.net/tutorials/materials/metalmatte/metalmatte.html What…
Your texturing is chaotic, you've got to tone it down. On the most recent images the metal reads like granite, and in the first, it reads like an acid trip. I would strongly suggest watching Racer445's tutorial on metal texturing, which I believe you can find at cg.tutsplus.com. Tone down the diffuse, and bring out the…
try out this tut, http://www.philipk.net/tutorials/materials/metalmatte/metalmatte.html also pull hte scratches out of your normals, and make them more faint in your diffuse, and push them in the specular, and also add some more variations and scratches and stuff to the specular so the specular has some of it's own…
Thank you. Everyone for being passionate and helping me. I've come up with another attempt. I have tried to be as minimal as I can. Also, I think that part of my problem was that I was having too much scratches and the like in my diffuse when it should have been in my spec. (which I have done in this version) I have also…
Minotaur0 thank you. It means alot coming from you and the great work you have done with your tutorial. The dirt is in there, just very minor. I'll bump that up a bit. Yes I have a tablet. snow thanks. That center material does look too much like concrete, (not what I wanted), I guess I should do alittle more referencing…