Reduced bright lighting and tuned spec of the eyes for better reflection of the environment. Eyes have a cornea whose spec was too low and bright lighting was eating at the reflection.
I also forgot to mention this earlier: that is only the diffuse. Here is the spec gloss (added to the alpha channel of the spec map in a 32-bit TGA format) normal
I minor update today. Finished the diffuse textures and now creating normal and spec maps. It seems like the gloss attribute also affects the spec map?
Are you using metalness or spec workflow? If you're using spec, I think the reflectance of the paint is too high at the moment. Try looking at it with different backgrounds as well.
adjustments made to the emmissive texture for less saturation... adjusted both the lamp's spec and the ground's spec so that the spec highlights that aren't describing a metal material are inverted to produce neutral/white highlights. adjusted the lamp's diffuse texture so that the metal surface's color/diffuse is a bit…
Hahaha, replying to spam bots... Ok, your diffuse is really monotone right now, and the spec map is as well. Thats not so much a spec map, more a copy paste of the diffuse wit hno colour? Which is actually wrong, because you should really be using colour spec in 2012.
Quick question; you mentioned that you have 5 512x512 textures, 4 diffuse and 1 normal. Where does your spec and alpha fit into that? I'm curious, cause I'm trying to find room for spec myself. Is it considered another texture if the spec can fit into the alpha of your texture?