Here you can see a quick render example, I've been meaning to create nice metal and skin shaders for the robot for a while now. It's working out pretty good so far, fixing everyting in compositing... The next thing I'll be checking out is baking the AO cavities on the body, mentalray doesn't render this detail due to the use of normal maps (which ofcourse only deflect light instead of creating surfaces, like the use of displacement maps do).
I'll probably try it in maya first, using the "transfer maps tool" and use the normal maps as a source. If this doesn't work out, I'll reopen Zbrush and use Zmapper to create the cavities.
The plan is, to detatch everything with normal maps from the other geometry in the AO layer, and throw the cavitymap in the "lighter color Node".
You'll find out very soon if it worked out for me!