Reduced bright lighting and tuned spec of the eyes for better reflection of the environment. Eyes have a cornea whose spec was too low and bright lighting was eating at the reflection.
I also forgot to mention this earlier: that is only the diffuse. Here is the spec gloss (added to the alpha channel of the spec map in a 32-bit TGA format) normal
Fix the spec on the casing of the bullets, the spec should inherit some of the colour of the diffuse. Use the pic you posted yourself as ref. Other than that, this looks ace :)
I minor update today. Finished the diffuse textures and now creating normal and spec maps. It seems like the gloss attribute also affects the spec map?
It's not the overall level of spec, its the difference in spec levels between wood, metal, and paint. right now the naked wood looks like it has the same finish as the painted parts.
Unity uses Spec/Gloss not Roughness/Metallic. I think they're inverted from each other. Make sure you're using Spec/Gloss if you're pushing it to Unity.