Thanks, @Kanni3d . For lighting, I learned a little while ago that relying heavily on HDRI's won't give you very good results. I just recently purchased Marmoset Toolbag, so I'm hopeful my renders will come out looking even better. Just playing around with texturing atm, trying to see if a wet material would look good.…
I see a lot of places where you could have used more polys to keep the shape better. Also, some areas have normal issues like the ventilated tube thing. It would help if you posted a wireframe overlay because i suspect some of the problems come from the mesh topology.
Great progress, and nice work on tackling the proportion issues, seems to be a bit more in line now. In terms of the HDRI lighting, I wouldn't stress too much on choosing different HDRI's from another, since most of your lighting work should come from independent light sources (hdri's help, but shouldn't do the bulk of the…
@sacboi Thanks for your comment/critique. I think the proportions probably got out of wack because I rotated it and rescaled it in the beginning since I intended to just render it afterwards, but then made a lot of edits and got the proportions off. I will restudy my reference and fix them. As for some parts being…
@sacboi In his second (EDIT: THIRD) to last comment he said he is aiming for 3rd person view asset quality, not sure if that's changed. Of course what that means in terms of poly count and texture size varies by game. For example, The Last of Us: Part II has fairly high quality player character weapon assets, but I think…