I spent some time hand-painting some highlights and shadows into the textures. I also ran into weird issue where I think when I made my polygroups in ZBrush, it didn't make them super cleanly so there was some weird artifacting that showed up in my textures because the color ID map had specks of colors where it should have been one solid color. So I just went into MS Paint and cleaned up the colors to be uniform and reimported it to substance.
I also made a fancy lighting scene in Unreal to match the lighting to the reference photo as closely as I could. And I figured out how to make a super simple primitive rotator blueprint.










































