You need to work on the lighting my friend, seriously you have a very good environment, but if you fixed the composition as Avanthera was saying, it could be perfect! Lay off the soma hehe... that was a terrible joke, sorry.
your normals on things are bizarre. like the Quickrete bag looks like a clay brick or the pipes are almost soft... it looks like you went under zbrush and did these peices and baked it on a really low subdivision..
i have made them noisy , i don't like soft caustics < don't ask me why , that's me !! >, oh , those are not caustics , those are only colorful shadows !!! , never flirted with caustics yet ....
its getting along there bud, just remember to keep your edges nice and soft for baking purposes. Also the weapon looks to thin, might just be the angles at which it was rendered. besides that keep going at it bud!
looking good! I agree about the shoulder pad. it's made of rubber, kind of like a soft car's tire. yours looks like hard plastic which is what being used on the micro tavor (X95)
Looks like a solid start to me. Only crit I have is the hard surface stuff in the high poly sculpt could do with sharpening a little, looking a bit soft. Face looks awesome though!
Use harder brushes and start adding in more detail, right now everything is soft and muddy (digital like). And your portraits could be of anyone, there isn't anything that tells me these fellas' are from the 40K universe.
You probably need to mess with the refinement settings if the results are too soft. Check both videos of this tutorial: http://cg-india.com/tutorials/maya_and_mudbox_workflow.html He runs through the steps of setting up displacements in maya.
This is very cool, really like the style. One thing though, some of the normals look a bit soft, especially the beveled edges. The bevels seem to be a bit big for the size of the ship... Still looks great though
Hey cool, shaping up well. I'd soften up those high poly edges a lot to make for a better bake, tho. Soft edges and 45 degree angles are the best when baking normals.