Your mesh’s normals are bad. The top of that roof should be pointing up, but because you have smoothed normals it’s wrapping around and the normals are pointing away from the camera, which shouldn’t be possible in the real world, hence it looking weird.
Having a hard edge on the mesh normals, or using a baked normal map from a mesh that does have hard normals (and maybe other details like the shingles) would help immensely.
Alternatively you can try checking off the “Specular Highlight” and / or “Reflection” options on the material itself. Or switch to using a Standard Specular shader instead of the default Standard “Metallic” shader and set the specular color to black. Metallic and Smoothness set to 0.0 is not no specular, it’s default non-metal specular which is equivalent to RGB 56, 56, 56 with a very rough specular.