This looks great, the low+bakes viewport shot looks much better than your high res renders, simply because you've got some spec on there and see that all of the geometry and forms are solid. I would look into adding a bit more spec/reflectivity/direct lighting to your highres renders =)
I think your on the right track by deciding to paint the diffuse a bit more. I would actually up the ambient on the normal mapped model tone the normal map down just a hair, and actually get a really good spec map going. the Spec is the weakest part right now. Looks sweet.
NPCs for the game "The Mobius Machine" from Madruga Works https://madrugaworks.com/mobius/ The action takes place on the Isolaria moon, a world barely colonized by humans in the past and infested of vicious local species which the player should fight while explore the abandoned facilities of the colony. Some of these…
Your spec maps look like they have the same values as well. Which makes everything read as the same material and very plain. Here is something you can read that does a good job of explaining spec maps for the different materials that you are trying to convey. http://www.manufato.com/?p=902
You need a camera with spot metering. Try checking out camera specs over at Dpreview. Choose a camera, go to "spec" tab, scroll down to "Metering modes" I did a quick look and found this one, $109, with spot metering. http://www.dpreview.com/products/canon/compacts/canon_elph170is/specifications
The diffuse of metal doesn't matter all that much. Honestly you could just have a dark grey diffuse and just put the details in the spec and it would look good. I wouldn't recommend doing that, but you should try to mess around with spec maps to see what they can do for you.
When you import your normal try to import it with the compression setting to TC_Normal map and also LOD set to World_Normal. I think it would be a good idea if you multiplied your spec power value to something like 35 - 75 It might help bring the spec out more in unreal.
Have the engine use cmft to convolve the cubemaps: https://github.com/dariomanesku/cmft Also, check out ARB_seamless_cubemap for OpenGL to solve the seams problem. Depending on the engine min spec it might not be available in which case you'll need to slightly alter the texcoords of the cubemap lookup.…
Looks a lot plastic not metal, I would like to see more than one material on the gun. Rubber on the hand part, low spec low gloss, metal - high gloss, high spec. Start by blocking in the various materials with flat colors then move on to details. You got flats? The normals are looking good. :)
Donno why but I feel like this is so close to being even more awesome. Not sure what it is, but looking at the sculpts which I really love, I expect more from the final result. I think it might be the spec. There is almost no spec on the scales in its face and I'd expect more on the metal as well.