Looks good but his flesh/skin looks unnatural and stone like with the dark shadows, can you get some subsurface scattering or luminance in the shaders of the renderer maybe ? That could improve things a lot, the textures look good. Coloring the AO with a red-ish tone could also help.
actually another trick is to run your normal map through an rgb>luminance node and apply the output of that as a bump map which would work with convert to file texture. . .or you could just use the out alpha of the normal map's file node as a bump map too, not sure if the results would be that much different.
I use a Zdepth pass there are several ways you can do this but it depends on what software package. I use Maya and use render layers Luminance depth pass. Or render a Zdepth out as an iff. Then I bring it into Photoshop. I use Filter, Blur, then Lens Blur and put the Zdepth in my alpha and reference it.
Basic working is: Additive blended blobs stack up. A post process then goes over the resulting image and uses the luminance to scroll through a texture which defines the bands. That's it!
Joy, I was afraid you'd say that... :P I guess I can use a blurred version of the photo with a luminance adjustment layer to get the color back somewhat...
This is all a bit Consoles vs PC, innit? Looks great, I can't wait for it. As for visuals - both Lumines and Polarium look a bit muff and are both stonking games.