WIP of the diffuse texture.
Once again this is past being just a colour block-out, since the first stage of breaking up the solid colours has already been done. I also added an overlay to the floor texture to also break up that surface.
This time an ambient occlusion map has not been included for this render (although it has been done), although the 3D Max skylight with 'Light Tracer' enabled is doing occlusion on the model, just at the render level.
You might be able to make out that I rounded the hard right angle corners of the glass sections. I did this just before I unwrapped the model (a good thing I caught it before the unwrap!).
I will add some grunge, and also do some kind of edge highlighting next.
Looks good, nice work.
amazing stuff!