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Okay I don't know what I did but my mesh with just a diffuse texture looks terrible now. I could use some advice on how to fix this.

Specifically these weird white highlights. enter image description here

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  • $\begingroup$ I don't see white highlight. I see black terminator artifacts. They are Cycles limitation. You need higher poly or render in different renderer. $\endgroup$ – Jaroslav Jerryno Novotny May 26 '16 at 12:01
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Hard to tell from the image alone, Looks like you turned on smooth shading in your mesh.

Try adding an Edge Split modifier to the object(s)

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  • $\begingroup$ I think I may of figured it out. I'll probably delete this. The shader I'm using has a reflection at normal channel and I must of turned it up somehow, and that is what did it. $\endgroup$ – David Prentice May 26 '16 at 1:08
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From the screenshot I can tell that your pickaxe tries to reflect the color of the background.

Try to turn the background to black and create a few emission objects to light your pickaxe. Do not use lamps

I hope I could help

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I figured out the issue I was having. I was using the shader provided by Quixel in there Quixel to Blender three part video series. The output I received from the software was a diffuse, normal, roughness, specular, and reflection at normal. Plugging everything in works fine, but I was plugging things up wrong, and didn't have the y channel flipped for the normal (green channel).

So essentially I just flipped the Y channel on my normal by separating the RGB using a seperate RGB node than using an invert node (for the G) than used a combine RGB node to finish it all off. The intense white was because of the roughness at normal being set wrong (my fault).

I've included pictures to show what I mean and my outcome & to also show that things are showing up as they should now.

enter image description here

enter image description here

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