I've been making a lot of progress on the trim textures so far, so I might take a slight detour and try to make some modular assets in the near future. This is something that wil need to be done in time for putting the promotional materials together.
I haven't done any poly modeling in 3ds Max in quite a long time, so I am a little rusty. But I am confident that it should come back to me very quickly. Looking to create "mid poly" assets that are more aligned with polygon budgets in current generation AAA titles like Resident Evil 2 (very good game). One good thing is that I should be able to utilize the CAD geometry that I previously created for the high polies of the textures in this process. I will remove fillets and very fine details until I am left with the shapes that will most clearly define the sillouhette (major panels, cables etc) then export to FBX and unwrap. Stuff like small rivets and bolts will be left alone. Should really take things to the next level.
Painting height map details has also been my friend, so I can spend less time modeling small detail elements and/or "floaters".
I have quite a huge reference folder to give me inspiration, so I will begin to start by taking a look and making some preliminary sketches.