Thanks for the kind words guys.

I might have gone a little crazy with the intensity of the blade but it's just a few quick edits if it were a material made for a game. It's got a couple lights on it in the in-engine model viewer, but stronger than it would be in most in-game lighting situations.
Gekko: I'm with you on keeping these non-sculpting challenges going, there's still a lot of non-character work that is made without sculpting on a daily basis so keeping your skills strong in that department is a definite plus. I do 90% of my normal maps at work baked from high poly meshes, so when I read I only had 90 minutes to do all 3 textures, I actually attempted to model a high out of habit, but realized it would be more quickly and efficiently done just painted.
3rdman: I got a lot of my colour from overlaying textures on top of my details and using their different hues w/ modifications to obtain my desired look. There is a badass rust texture I've been using since around the time I started texturing models 7 or so years ago, on nearly everything I do to gain different colour and even texture variation, by modifying it to what I need, and then with the colour spec map I try to push the colors i'm looking for in there as well. If you're interested just shoot me a PM and I can dig up the texture and send it to you (along with anyone else that wants it)
Tats: Hey dude, it's good to see you around here! Thanks for the vote my man.
