Ghogiel, it's all about the comment and critique! I've no problems with someone telling me my work looks like pants. Other peoples' point of view, suggestions, tips'n'tricks and all that are all part of getting better. I also think that posting tips and insights along with the presentation helps others, I know I've learned a lot that way. (although I've done very little of that in this thread thus far, oops.) I've a similar thread for this over at Polycount, trying to garner feedback there as well.
And no, I haven't checked it out in-game yet. I used to use NifSkope for basic pre-vis, but after discovering http://www.8monkeylabs.com/technology, my game has changed a little bit.
So now, I still check my basic texture work in NifSkope, (it's just so speedy for that!) Then off to Marmoset once I start working up the specular. In this case (after my redo, pics at the end of the post), I scrapped a lot of the original work, and tried to find a nice balance of color/spec/norm in marmoset, probably spending entirely too long. Ended up keeping my original noise layers (4), merging and embossing, and a little bit of tweak after that. (I feel slightly guilty, like lens flare guilty...) For the game, since I've a solid look and layers, once I test it in-game, all I should really need to do is make a few brightness adjustments for F3's lighting model. I'm mostly just eager to move on, though I feel it looks a bit more bland now, and will probably suffer filtering from mipmaps. (but I want to move on! Briareoooossssss!)
http://img.photobucket.com/albums/0903/throttlekitty/WIPstuff/M-117AMRWires.jpg
http://img.photobucket.com/albums/0903/throttlekitty/WIPstuff/M-117AMRFlats.jpg
http://img.photobucket.com/albums/0903/throttlekitty/WIPstuff/M-117AMRMarmoset3a.jpg
Edit: Thanks sieboldii