
It is a filtering issue. When your image is scaled, neighboring pixels are blended together. Couple of options...
Double the resolution of source textures, scale down instead of up. This has the added benefit of looking great on Retina Devices.
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Color correct the output
On the attached GIF, I've used very simple color correction on the gauntlet, shifting the blacks back into the black range. It's very subtle, but effective.
For the chest area, I shifted the blacks and did a little too much gamma correction. It's exaggerated to see the effect.
Also, because I saved as GIF, there is some banding. It looks better as PNG.
To do color correction, you just write a simple shader for rendering the spine asset.
http://http.developer.nvidia.com/GPUGems/gpugems_ch22.html
You can also look into color grading, which will not only allow you to do color correction, but complete grading of the scene in a post processing pass. The color correction gets baked into the LookUpTable (LUT).

Mild Color Correction, PNG (no gif banding)