I'd suggest using Sketchup for modeling, out to a good texturing program like Substance Painter, then out of that into Marmoset Toolbag for a web player.
These are some textures I worked on for the upcoming game 'Moonray'. Created in Substance Designer, rendered in Marmoset Toolbag. Hope you enjoy! Artstation: https://www.artstation.com/artwork/D5A5Yn
I modeled an M4A4 from scratch in Autodesk maya, textured with substance painter and render with marmoset toolbag! https://www.behance.net/gallery/26719143/M4A4-CSGO-3D-model
One of my newest 3D low-poly models, Textures done with Substance Painter, rendered with Toolbag. Here a little animation: https://www.youtube.com/watch?v=ikuHWPNlHVQ odel
Created entirely in Substance Designer. Rendered in Marmoset Toolbag. A soft fuzzy moss texture. Nature's perfect pillow. Feel free to critique! Link to Artstation: https://www.artstation.com/artwork/e0Vy5X
I have been working on it for few days now, used Max for modeling and all the texturing is done in DDo, rendered in toolbag. C&C are most welcome guys.:)
NURBS, You should be able to follow this tutorial to get similar results: https://marmoset.co/posts/lighting-interior-scenes-with-exterior-lighting-in-toolbag/
It was just a test glass for rendering purposes, it's rendered in Toolbag but it had an IOR of 1.0 so it didn't refract at all. This is from the first day of texturing :)
In a deadline pinch I would download toolbag trial and get the project done that way. A fix for this situation can be a learning experience at a later hour.