Our dragon's base color and normal setup are working and it's time to get the rest of the final shader set up. It's always worth thinking through a shading problem before solving it. We won't need a metallic map, as this cutie pie is all organic. The specular map will be shiniest near the wetness of the eyes and mouth and the roughness will be at the lowest value.
The horns, teeth, and claws will be less rough than the dragon's skin. Beyond these major areas, we can get a varying level of detail on specular and roughness with our auxiliary maps. Subsurface scattering will breathe a lifelike glow into the baby dragon. Lastly, we'll add some glowing runes to the dragon's back. Let's get started.