Nice progress in this thread. I would have liked to have seen some carefully painted shadows and highlights to help accentuate the ambient occlusion and normal map, in both the diffuse and specular. That texture is begging to be popped!
Thanks allot for the crit. hopefully i will get back to this some time. Use half the uv space would have been nice since it didnt turn out to have very uniqe areas. Wouldnt shading in the diffuse look weird!
in CE3 did you try turning the diffuse color down to a middle grey? in Marmoset, what is your lighting set up? Are you using a preset? I know the Cathedral preset and i think a few others wash out the model. You can turn down the environment brightness and then add your own lights.
Ah I see your texture now, it's being away from these forums for a while as when I posted the thread was back to front. Very nice work though it looks like you could have optimised the uv layout by about 50% from what can be seen. If you get a chance to come back to this a rebake would be good, cut everything in half and…