That’s okay, there is a lot to learn and you’re doing just fine, and I don’t always explain things very well either. Also, you’re welcome! I’m glad to help if I can. That snail shell does look pretty neat darker like that.
I made a few notes on some of your images that might give better results but don’t think you have to use them:)Hopefully you will be able to read them alright; the words ended up being a bit small. I also made an image that shows a bit better how to use the fresnel effect in a shader setup.
This is probably something you already know, but I thought I would mention it just because it was something I had a hard time keeping in mind when I was starting out. It’s something that helps quite a bit to remember when setting up a shader network though. With the mix factor for the mix shader node, just remember that the closer a color is to black or 0, the more the top input will be used, and the closer a color is to white or 1, the more the bottom input will be used.
Also, with the MixRGB node, when choosing something other than Mix; like Multiply, Add, etc.; the top color input is always your base color, then the second color input is what modifies the first color input.
To put this into practice, here is an example that will (hopefully) explain how to add in the fresnel effect to your shader network.
This concept of multiplying and adding can also be used many other places as well. It was also the same concept that I used in my previous post for the mix factor between the rust and paint. Although in hindsight, I realized that below is probably a better way to show it.
The base of the mix factor (the top input) would be a seamless texture, then modified with a texture that would start out as pure white and have black hand painted onto it to take away areas you don’t want to have rust. Since the Math node is set to multiply, any part that was darker on the painted texture would lower the mix factor and mix in more paint and less rust, but the white areas would leave the mix factor untouched because 1 (which is what the white color is) times anything gives the same number as what you had before. This method also works well to gain some control when using box mapping for a texture.
Here are the images with the notes on them.