How can I make a simple hardsurface shader that works like marmoset toolbag 2?

Hi Misciagno3d,

I would try unhooking the specular color texture you are using, and modify/tweak the surface properties of the metal by adjusting roughness and metallic inputs as others have mentioned. Ref:

http://upload.wikimedia.org/wikipedia/en/0/0d/USCG_AFFF.JPG

there is a white reflection (maybe little yellow) from what looks like a flourecent light, and a blue reflection on the side which looks like sky. You can achieve this look with a low roughness value, and low metallic value, some placed lights, and a more detailed ambient cubemap.

Realistically, the reflection on a red-painted fire extinguisher is not red, but whatever color the light that is shining onto the surface is (its paint, not metal). In previous tech, we used color in our specular to fake surface properties, and accent the color of an asset. We no longer need, or should do this (unless a specific style calls for it), your lighting and surfaces should be defined realistically - ie if its metal or nonmetal (0-1), smooth or rough (0-1), and allow the lighting and ambient cubemap to do the heavy lifting.

I’d also unhook the AO texture for the time being, and try only base color, normal, roughness, and metallic. I haven’t played with Toolbag, but have read about some people needing to invert the values or roughness used in it compared to UE4. 0 = smooth, 1 = rough. I like to think of it like 0 = false, so 0 roughness means rough is false - or it is smooth (mirror).