Wow! As a player (a veteran one, since the times of swfchan), I could say even 'early attempts' (raw renders) of places like Alona bedroom is too professional already (it already 'bashes out' many manual drawings in certain RPG games, even the most perfect artist would not compete with 3D world). - Ahem, although I do love hentai comics and RPG games with manual drawing too, albeit much harder to make because the artist would require up to 5x the time to sketch, put outlines, paint, create layers, paint more, detail more, etc. So I feel bad of many many RPG games with 'too few CGs' due to that. In 3D, you can even re-render the same pose and place, with a different zoom or camera location (the player WILL feel it's another CG and another 'situation'). I already told you about that. Its the 'same' 3d set, but, if put properly in the game, with a context, zoom, etc, the player WILL say: 'wow, 10 new cgs'. But it's one one 'set'.
So I repeat (what I said months before) that you should (for now) focus more on ideas of poses and situations Alona could be in (with the assets, morphs, etc, you already have) than try to get even more perfect renders or even post-processing work, which could be less important. When I rendered Alice Wonderland in 3D (just too few renders, but it's out of scope of this thread) I noticed I could create 5 renders like a short story (making people drool, lol) in the same time as making 2 renders with post work that just makes the final render 5% 'better' for people who just wants to enjoy the character. He/she will prefer a bit 'lower' render quality (they may not notice the difference in some poses and situations). So short answer, you can surely improve your renders, but don't pay too much attention with post work, if possible. For example, in an hour, let's say you use 10min posing and props, 20min rendering, 40min postwork and re-re-re-revaluating. Try to diminish that 40 to, say, 10. You can then unleash time for more renders, which in turn will get more content to appreciate.
For sure NO ONE will notice nookies and crannies due to rendering problems or limitations (like you said earlier about problems with the webcam above the monitor). I would be much more focused on Alona herself
. Perhaps I would never find that webcam problem myself, even if the games pauses and asks me: 'in order to continue, find the 3D error in this bedroom'. I would be stuck forever lol! Moreover, we are in a tech situation that 3D is so perfect, with woman curves and everything, that makes us think we are already 'inside' the game, even without 3d glasses on.
And that last pic.......Oh boy. You know I love curvy chubby women too. Her nakedness turns her 'even more naked and embarrassed' due to her gorgeous and 'obvious' body (that sweaty and unprotected bouncy body drooling to be touched and used). She turns much more noticeable, and harder to hide. I've seen that pic before (I think in this thread or the Alona thread). I just imagine in the future, if we could get thousands of her pics in different situations (classified by place or fetish). Her pureness and loveliness would require 100,000 of renders in order to fully appreciate her more than we can cope in this dimension (well, 10,000, as you can, for example, make up to 10 renders of different zoom and camera locations of the set, like that Alona one above. Say, a short story with Alona thinking herself, while looking at her naked body before leaving home naked. You just add the balloons with text and different render locations, of course some focusing her cute bits too
. No one will 'turn off' because he or she noticed it's the same set, 95% of the time we never know). Just to feel different a bit, you can just move a finger or close her eyes in certain poses, not all, but the entire set is still the same. This saves a lot of time and players will enjoy like the story is still passing by and she is alive at home. That's why, during certain mod adventures I've had with games like Bitch Police, I wanted to remodel her in 3D and then 'add thousands of pics' aside of the fixed small CG amount during dialogue events, reusing others in new shorter dialogue events, to make a game so big that we would die of excitement before finishing it. The ol' quote of 'the more the better'.
Sorry for the 'TLDR'.