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.
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.