They don't look half bad -- although I can't say that they look altogether realistic, either. I kind of doubt that real armor would bend the way he is showing it bending.
Hmm, it's an interesting design. Stylistically it looks a little form fitting for my taste, but I appreciate the effort. Also looking at the poses, a lot of effort may have gone into the rigging. It seems to be bending correctly at the arms and elbow, so the plate parts aren't bending around the joint, only the chain parts. But Looks like that didn't quite follow through to the knees. In the render of two versions fighting, it does look like behind the top of the greave the knees have bendy plate. You can only see if from certain angles, but you can see it. But not as much thought seems to have gone into the armored skirt. From the texture those appear to be plate as well, but. . . they bend and move in strange ways. Which is a really hard thing to get right. Which is why for my Elemental Elves, I decided to go dynamic rather than trying to rig each segment of a petruges separately (also mine is envisioned as leather, so it makes sense for it to be able to move and bend to some degree.).
That is however one of the big challenges in creating armor (actually it applies to many styles of 3d clothing, but armor tends to magnify the issue. 3D characters can move like contortionists, and there's a reason actual contortionists wear spandex, they can move anyway they need to in it. Many styles of clothing limit movement, but when you're trying to make something for sale the expectation is that any and all movements within the character limits should be supported. Much of the time that's not a problem, but you really have to think about it with something like armor. Just about every kind of fighting there is has some sort of basic stance with the feet shoulder width apart, and the knees bent to some degree to help make you more stable and so you are not knocked over. Fighting is full of all kinds of lunges and crouching and crazy moves, and you need armor that can be posed, but no one wherein full plate should be doing the splits, even if the 3d model can.
I also struggled with a smaller version of that issue making the bracers for Elemental Elves. I played around with both making them full rigged conforming items, and making them smart props. The trick is because of the great bending an weight mapping on the Hivewire figures, when the forearm twists it changes the shape of the arm and the muscle causing a bulge near the elbow among other things. As a normal smart prop, the bracer didn't work when the arm was twisted. It got out of place, and there was poke through. When I made it a rigged conforming item, all of that was fixed easily enough, but it also caused the shape of the bracer to twist and warp slightly. Not an issue if it had been cloth, but on an item textured as metal it looked horribly wrong.
So I went back to a smart prop and made a MCM that moved and scaled the bracer with the twist so the overall shape of the armband never changed, but you could pose the figure and have it stay in place. Similarly I added a morph to shorted the bracer, partly as a style option, but also so you could bend the arm pretty far without poke through. If it were a real bracer, you actually wouldn't want to bend your arm much past 90 degrees just because of comfort, but I thought making it shorter so it didn't collide with the upper arm on such a pose was a perfectly fine. (I decided there was a practical limit where there was no way it could possibly look realistic to have the arm bent all the way because of the thickness of the item.)