This probably isn’t the place for this - having read the sticky at the top I doubt my skill with blender is up to the standards this forum wants. However, I’m posting here after realising that the Work in Progress forum is mainly for displaying work, and not so much for critical feedback and suggestions.
The models are very low poly (literally spiky box-shapes), with subdivision level 3 covering up for that. The textures are several cloud-type procedurals applied haphazardly to different channels of the material (if ‘channel’ is the correct word? The buttons labelled ‘Col’, ‘Spec’, etc.) Am using red Lamps for the ‘eyes’ and lilac ones for the engines. At the recommendation of iliketosayblah I turned ‘Ambient Occlusion’ on, which was a good start.
In time I’d like to replace the current attempt at metallic shinyness with a weathered, scorched and dusty metal as befits a mining droid. Possibly also remodel the bots so they look more industrial and hefty (although I’m sure how I would go about doing this.)
The most pressing problem at the moment however is the background, as can be readily observed. It’s supposed to be a mineshaft. How would I go about fixing this?
Many thanks to anyone kind enough to reply. Please bear in mind that my modelling skills extend as far as extrusion and subdivision, and my knowledge of texturing, materials, lighting, etc. is virtually nonexistant so explain any technical terms^_^.