Movable objects too bright

Coming for a more general 3d background there is a rather common problem with texture based materials as in most cases they are not properly colored balanced for the given environment so as a movable object the material applied is generally ignored as to the “balancing” behavior of the lighting set up. The result will usually be to bright for dark sets or to dark for light sets so to balance the result to fit the set you need to balance the material manually.

From good better best.

Good
You can plug the diffused color into the emissive and add a multiplier to control the output.

Better
You can select the color map texture and set it’s output at the texture level.

Best
Use a instanced material that can control all levels of output

The best solution is what I generally use as it gives me complete control of the color balance for color as well as normal,spec and roughness.

Example of the good better approach