Glossy is not a thing in PBR. Sure I can dial up the roughness of the surface, but as I said, have a look at the front of the grip. In PBR almost everything is reflective at grazing angles. I had another look and instead of eyeballing the Albedo and metallic values, I'm going to find measure references for most of the materials I use, but I doubt it's going to change much.
I tweaked the materials a bit. The reflection at grazing angles on the plastic is still about the same, but now you can see most of the surface at it's usual reflection level at 90° viewing angle. I also fiddled around with transparent materials a bit: Still got some problems with the normals, I'll have to see about how to fix that.
it desperately needs a red dot (or circle or line or multiple dots, circles or lines or whatever, just something) - also red is not important as long as its red
I think I am done with the thing for now: It's set up in a way, that enables me to input any shape or color on the fly for the cross hair. So yes, in Unreal 4 you would have selectable crosshairs without much extra coding work.
newest update: I will probably set the whole thing up, so we can dynamically change the pain job by code, depending on the map you are playing on. Let's just say that blue is Brenodi Empire default.
Lilac, maybe? Also the pistols look great, though I'm not so enamoured of the battle damage on the slide. I'm not sure why people like that, tbh. I like clean weapons most of the time...
You should maybe calibrate your monitor. It is only desaturated blue, no red in there. Concerning battle damage: That's easily changeable, could even by done by code dynamically.
Welp, since a tiny bit of red in the blue parts (which might be cause by shading or jpg compression) and the worn bits (which I can understand might not really fit BE) are your only worries, I guess everything else seems to be alright then. //EDIT Sorry if I come across a little rash, but I am not in the best mood when I get up and the first thing I see is that some people complain about some color not being 50, 50, 150; but instead 60, 50, 150. Concentrate on the important things, please.