Our wiki is a good place to start. Also see this page for a very high level overview of what's important. http://wiki.polycount.com/wiki/PortfolioContents#Environment_Artist.2C_Prop_Artist Be sure to dig around for more goodies... Composition for example.
I've just finished another example of a material I've made using the custom Stylized Nodes I've been working on in Designer. This one uses a wood surfacer node as well as an Edge Notching and Edge bashing node.
Learn about lighting, the way photographers shoot real products. There's a ton of info out there. Random example, searching "product lighting 3d" https://cgsociety.org/news/article/3498/studio-lighting-using-maya-and-arnold
I would continue by matching all the colours and textures. The houses need to have the same colour as the ground, as adobe is part made of sand, for example. The mix of aztec style and the desert sand seems to work great too!
Definitely, Daniel Thiger for instance and his materials is one example, and so I've recently been getting into a couple of his tuts to grow better. A lot of the time it's not a matter of inspiration but how to actually achieve that level, technically.
If you want the circles to remain circular, everywhere on the dome, then the default geometry and UVs will not work properly. You will need to create a custom layout. Find an example of how it is done in real life to learn about tesselation techniques.
Marshkin I didn't really keep skeletal structure in mind when making the character, could you give me an example for what reference to use for this since I am unsure what kind of reference to use for it?
it looks like there are often major problems with proportions, as if you have not checked the reference properly. The sniper rifle per example is very far off the original in many ways and accuracy is important The website is pretty nice tho
Just keep working and keep in mind the fundamentals - the perspective, value, shadows and light, materials etc. And also pay attention to how things connect to each other in real life - take a look at the real knife, for example.
Before tweaking materials or working on the lighting you should get the scaling of the scene right :) The heater for example is way too small. Just compare it with the bricks. One brick stone has almost the same length as the heater.