Needs some more color, and the materials need different spec values to stand out. Near black values in the diffuse are too dark, you should let the normal map do more of the work. Also not every edge needs to be completely worn away the same way.
I'm currently working on making weapons for a game project, and technically I'm a new, so I really need some tip and advice for my work. This is my testing war axe for the game. It's about 700 tris, with 1024 x 1024 Normal / Diffuse / Specular rendered in Marmoset. Please to have you comments. Raw concept by Vinh Dang Tuan.