Thanks for sending that through Higor. There’s a couple of issues with the material and lighting set up in your project so I thought it would be good to explain them here on the public forum
It seems that the same texture map has been assigned to all of the PBR material’s maps. These texture maps describe different aspects of the model’s surface and does so using different representations, meaning the same map won’t work for all of them. For an example of what normal, emissive etc. maps look like you can refer to our lighting materials documentation.
Some of the texture maps (such as roughness and glossiness maps) are specific to the PBR workflow (there are resources available online that better describe this concept) which also need to be taken into account.
The roughness and smoothness maps for example, describe the same surface property (roughness/smoothness) but with different visual representations, meaning they can’t both be applied to a single material.
Lastly, the cubemap texture object takes six different images, which represent each face of an environment cubemap i.e. left, right, bottom etc. In your project it seems that the same image is being passed in to each of these fields, meaning no differentiation is being made between the individual sides of the cubemap. There are online tools available that can split an existing cubemap into six individual images (for each face) such as this one.
Hope this helps. If you have any other questions let me know.
All the best,
Seb