What does it look like with textures on it, and lighting? What's the planned usage for this asset? Is it a smaller part of a larger model? What resolution textures are you using? The UV probably needs a bit more space between the shells, to avoid color bleeding. Especially with LODs, and MIPs.
A friend of mine told me to lower the purple values in the terrain. Still working on lighting and terrain blending. Unfortunately, the blue of the turret doesn't seem to be meshing with the environment very well, maybe I'll desaturate it? Will see, need to do some actual job-work for a bit!
If you have the glass working you are most of the way there. For the internal cracks use a parallax offset to make them feel embedded under the surface. I like to use a vertex blend or some sort of mask to go between frosted over and see through areas
I created a few of the textures myself, the Windows,Rust and Moss are mine, the others are from Substance Share and Substance source and Quixel Suite and I used vertex blending to combine a few to break it up. I created my procedural textures in Substance Designer and Alchemist.
Some progress on Saria, decided to stick to updating the N64 model rather than blend it with the original concept. The in game model is what I experienced when I played this game. Feeling good enough with the proportions to start sculpting the hair and cloth now. Crits are welcome!
Ok heres another direction. I tried to pay attention to the values by adding a black layer with blending mode saturation on the top of my PS layers. Theres only a 3% black difference between the grey metal and blue. Probably needs more contrast in value?
In regards to the second question. Do both, but understand in regards to game art, more often than not, traditional sculpting just gives you bleed-over skill into your ZBrush skills. Though are you thinking about going to a class or just doing it on your own?
Photoshop either get an image or make it from scratch, sue find edges under the blend mode "multiply" set opacity to around say 15%, & use 2-3 different scenes of embossing, also at different opacities. Your normal maps will look fantastic.
If you're asking how to achieve variation from piece to piece, that's where you'll have to use either decals, or simply use instances of the same geom. You should also think about vertex blending in UDK in order to really get custom looking sections.
You need more shots of it, also from what I can see the lower pelvic region at the leg insertions do not look attached / I.E. Functional, in a real world scenario. Gun isn't textured, the BG is not interesting and ^almost^ blends with the design. Hope that helps.