Which engine are you putting your scene together in? If it's UE4 I'd recommend doing a lightmass bake with some bounce lighting so the lighting doesn't jump to pitch black, or a subtle skylight if you're doing the lighting dynamically. Right now its kind of strange looking how some of the props appear to be pitch black in…
EIGHT UPDATE : End of fight. The main animation is finished, I'm starting to add the details like muzzle shots and impact. Then adding some lights, and it's good to be render :D And since we got more time to the date limit, I might do an introduction and an ending into a cinematic way to this action sequence ! [ame]…
Not bad, although to enhance the skin shader effect I'd try a stronger main light, and less strong ambient / backlight - maybe one bright rim light really far behind the model to accentuate the edges and cast light through the ear, but right now your "fill" lights are very bright and kinda washing out all of the forms.…