I am creating a plugin to import some model files from a game to blender, with all the textures and materials created automatically. I am creating a principled bsdf node from python and assign relevant textures to it depending on what I read.
However, I don't think the rendering result is correct, and I think that's due to the textures not being exactly what the shader inputs ask for.
For example, this is one material that is being created:
This is the texture used for the Normal map
and this is the texture used for the Specular
However, the result is too "shiny" and it seems very wrong to me
Is what I am doing at the moment the correct thing to do according to this specific texture types that I am having? Or do I need to add different nodes than those?