Imagine I'm doing a sand corner. I have a texture with a top and bottom trim. How can I better construct the mesh so that it gets the most undistorted UVs?
I love the blue, and the massive amount of it there is in the scene. Refreshing to see a space station that isn't white and gray with red and yellow trim.
Wear on the base of the lamp looks too uniform over the surface. Putting a curvature mask on the wear and adjusting the opacity of it will help the wear that remains pop. Otherwise, good choice of extra detailing on the upper lamp. I'm thinking you can save some polycount on the hanging lanterns by baking that trim detail…