Quote: "I was looking for a less glossy look,I have noticed a lot of people are going over the top .some times I think less is more emagine a corridor floor tiled with these ,if they are very glossy it would be like walking over a mirror (just personal choice realy )
Thanks for the comments though much appreciated
Dave"
You need to tweak it according to the material, for example untreated wood will have almost nothing, a face brick wall will have some gloss, a metal plate will have gloss and metalness. The problem is your not making use of the gloss or metalness at all and basically wasting the shader resources as you can render the floor with the normal shader and it will look exactly the same.
The idea with a PBR shader is to allow you to see the different materials on one object, with the second floor for example, it has 4-5 distinct materials which means you can have varying degrees of gloss and metalness, it will also allow to add a mask in the gloss map to add scuff marks or scratches to the floor in specific areas of the map you can even add a dirt mask and it would be excluded from the gloss map rendering and add far more detail.It does require a color ID map to isolate the specific sections of the floor. You definitely wasting shader resources mate
Win7 64bit----iCore5 4590 @ 3.7GHZ----AMD RX460 2gb----16gig ram