You shouldn't be putting that edge or scratch detail in the diffuse or spec map. Assuming you are using the PBR workflow you want to put the scratch and material detail in the gloss map. Marmoset just posted a bunch of awesome stuff about PBR workflow, you should check it out.
So it appears that Unity 5 has done a number on their PBR system and changed how it works, Quixel SUITE 1.8 accounts for the PBR system before the upgrade, and this has been resolved for Quixel SUITE 2.0. If I can get a quick fix to you, I'll post it here!
Yah it doesn't "feel" like metal the way a PBR-type material (the type that requires a metalness map) usually does. Out of curiosity I looked up 'Blender and PBR', and it looks like most artists are using something called "The Principled BSDF Shader". What shader are you using?
In your second image it looks as if the normal is inverted on the circular mosaic, but I think it's down to really strong reflections of something really bright behind the camera. I'd definitely look at adjusting the textures for pbr if you're going to go down the Toolbag 2/pbr route. And tone down the relfections :)
some older pictures in this thread are from CE, but theyre all outdated. Im going to retexture the whole plane for PBR, and whether or not i use CE depends entirely on if it supports PBR by the time im at that stage. Else ill probably end up using UE4 also thanks everyone :)
This is not the game for cell phone... This is only one way how you can make all your assets blend with your environment and lighting in a proper way, this is how it works in real life and that is why with PBR you have to do it in same way as in real life... Just google about PBR..
http://www.marmoset.co/toolbag/learn/pbr-practice there is a short segment on creating the actual content there, but the biggest thing with PBR is understanding the concepts. Looking at your folio, you don't need any tutorials on how to create art content. Its just a matter of understanding which maps do what.
@EarthQuake Hello, I Have a question. Blender has a feature called combine bake I think which combine all PBR maps to 1 map(fake PBR) along with lighting, I know it's not a quality method but a awesome feature for optimization work so question is will I get this option in marmoset or substance painter ?
@Tobbo : It's great feedback, don't get me wrong! I guess I was at a point where I didn't want to spend more time on the scene unless it was a quick fix. @jestersheepy : Thanks alot! That's the sort of thing I could do now that I feel done with it, just as practise. But right now it's final and I'm not going to change it.…
Regarding the advent of PBR workflow and CryEngine 3 specifically, Eat3D has a 3-Volume course(http://eat3d.com/cry3_materials_vol1) on material creation in CryEngine, does the workflow shown in this dvd still applicable to the PBR workflow? I was considering buying the CryEngine tutorials dvds in a few months but I would…