Also note that in a few cases a grey value for metalness is OK and should be considered, e.g. if your material is a copper patina it will probably be somewhere in between. But don't quote me on that! :p
very nice, great design! although, i liked the green-ish dark patina in the matcap, which isn't really present in your material. and: the candelabrum looks quite huge in your screenshot... what size are your maps?
Had some time today. Just need to add patina to the metal and some other touch up. Then I'll be Zbrushing the broken rock part for when I destroy it. After that, just cleaning up the whole thing and making a pseudo scene with it.
Adding that bit of patina helped a lot with the textures, however I think you've strayed a little too far from the original design of the armor. Regarding the low poly tri count: your wireframes have lots of room for optimization. For example some of the decorative plates that wouldn't deform at all
Add a slight blue hue to the spec for metal, that will help give it the blueish look. Also google metal patinas and tweak / overlay / soften light w/e works for you, it helps with some slight colour variation to break up the metal etc.
Looks better, but your white scratching on the edges is too strong, too uniform, and too noisy/chalky/sharp. I'd also overlay some multicolored metal patina on your metal to give it some more visual interest and texture (without overdoing it or making it noisy)
Been a long while since I made an update, but I made some progress in texturing the lowpoly. Still is going to get even more polishing and retouch as it is still to clean, but I'm not going for that rusty look of the WH40k:Space Marine version. Just some grunge and patina. Feel free to drop any feedback.