You can represent metal using specular/gloss model easily Put black in your diffuse texture and a bright value in the specular reflectance texture. Something greater than around 150 in value will be a valid metal - strictly speaking it shouldn't be a perfect grey and should not be fully saturated but that doesn't matter.…
I modelled this 1980s Apple Macintosh. Made in blender and originally rendered with EEVEE using a custom stepped lighting setup in the shaders. EEVEE doesn’t support texture baking, so I had to be creative in order to capture the textures for upload to sketchfab.
~2950 tris, 1024 texture. Wires: http://student.nackademin.com/dg04220/marine3.jpg Also, here's a head i made this morning http://student.nackademin.com/dg04220/headzo4.jpg Crit away!
9 heads high figure proportions looking great! Not a new design discovery of course. Checkout this Soviet poster from the 1930s. But people still will hate anything by Liefeld :p