I'm not familiar with Physically Based Shading/Rendering, so need some tips..
Trying to make simple metallic material for cannon pipe in Unity3D (see image#1 below, that mesh is just default unity cylinder primitive) Below are some examples of what would be nice (painted metal, or just some dirty metal, no need to have those worn edges)
I have seen many PBR reference color charts, but not getting similar results.. http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/
Solved, Just add Reflection probe and everything that should reflect will be reflect. (then just adjust smoothness or metallic map to have variation)
Relevant PBR texturing guides: https://www.allegorithmic.com/pbr-guide https://www.cleansourcecode.com/index.php/blog/pbr-texturing-and-the-standard-shader/