Regarding the correct use of shaders and imagemaps
so I've got a little issue that I haven't been able to resolve yet. I want to make a concrete brazier, the modelling part went fine but went it came to textures and shaders I bumped into some issues.
As you can see in the image below, the specularity is way too strong and makes it look like the surface is polished. Now the weird part is that inside the bowl, I have the specularity map completely dark. It's literally black where you can see that yellowish and white light, inside the bowl and I don't understand why.
The idea is that the inside of the bowl is covered in soot and ashes so it definitely should not have any specular highlights at all, therefore I made the specularity texture completely dark and I still get those glossy highlights in there. I also made a screenshot of the nodes, so maybe that'll help solve this mystery.
I have checked the UV maps already, they do not overlap with other UVs and in the textured map they look fine too. (I don't have a sreenshot of the texture map or the UVs available right now, sorry.)
Thanks for your time in advance and have a nice evening :)