You have the same damage/wear and tear all over the place, a weapon gets its wear and tear in specific places because of usage. You should look more at references.
Thanks 3D_Dude and spitty You are right spitty, the details are to strong, I will reduce the damage on the sides to give the outer areas a better focus :) And yes, epic poses and animations will follow 8)
The filigree could use more harsh specularity. It's not readding as shiny as the blade despite it being relatively the same material. Grip could use more visible damage for a flat leather wrap.
Amazing stuff dude, the weathering and damage in particular look exquisite. Do you do a lot of layering of full images? or do you try to create brushes that simulate the wear realistically?
Definitely. "PBR accurate" roughness values are useful as a base, but these values can never account for the damage/stains/dust/polish/whatever has happened to the material in the context of how you've used it :)
the under garden was a load of oil pipes that led to a reservoir if i recall? was pretty cool, just junction fire magic to all weapons and go nuts with insane damage numbers xD
The european style outlet that is only 50 Hz will at worst case short something out and maybe the people in the pool will feel a slight tingle. This really wouldn't cause any bodily damage.
next gen would be like parallax mapping everywhere, 2k textures for everything, 2k tris for everything, motion blur, procedural textures for blood and damage... I dunno what else.
My army of monitors crit you for over 9000 damage. Hm, not got an answer but as Vass says, somone who knows how to work them computer things will help ya.
... this is some sick shit... If they send her off to special disciplinary school, because of this slight violation of school regulations, they'll be damaging her young psyche more than anything else.