It may be a stylistic clash of opinions but the way you distributed the detail bothers me. The problem is not on the model wich seems to be well done, it's right from the concept. The way you made the concept and gave all the detail to the armor and sword makes his face seem flat in comparison.
Sorry to bash you like this in your first comment.
Your concept art is really great, but your models fall flat.
The specular maps make him look like plastic/pleather.
The smoothing groups make everything too round with no defined shapes.
The normal maps don't seem to be doing anything useful.
The diffuse is is alright, but it needs some consistency in producing interest - right now I find myself liking the style of the leather, but the blue armor leaves something to be desired. The face also looks very flat in comparison.
There seems to be some UVW stretching on his shirt/jacket.
Last but definitely not least, there are wasted polys all over this model! Especially on the sword, hips, hands, feet, arms and hair.
Take it one step at a time - don't try to finish a model until you've mastered the basics. You have the concept art down, next you have to understand the fundamentals of creating 3D models for games before moving on to complex shaders, like normal mapping.
Replies
Sorry to bash you like this in your first comment.
The specular maps make him look like plastic/pleather.
The smoothing groups make everything too round with no defined shapes.
The normal maps don't seem to be doing anything useful.
The diffuse is is alright, but it needs some consistency in producing interest - right now I find myself liking the style of the leather, but the blue armor leaves something to be desired. The face also looks very flat in comparison.
There seems to be some UVW stretching on his shirt/jacket.
Last but definitely not least, there are wasted polys all over this model! Especially on the sword, hips, hands, feet, arms and hair.
Take it one step at a time - don't try to finish a model until you've mastered the basics. You have the concept art down, next you have to understand the fundamentals of creating 3D models for games before moving on to complex shaders, like normal mapping.