The model is very expressive.

But frankly I don't like the materials, at least as far as the body is concerned. Colorized specular maps are uncommon in the industry, and though I've already seen some such exported/reverse engineered from a few proprietary game engines, they are certainly far too dark for the
Ks values (and missing
Ns!) you're using in the materials. Consequently, the effect of bump mapping is brought down to nil.
I'd use Ks close to 1, Ns, to 1000, and I'd also try to experiment with AO maps to normalize the resultant excessive glossiness where needed.