No problem chap. Ive made myself a little superdeformed character with the need for some themed piping and other inserts just so I have something fun to play with while experimenting, Ill try to keep you informed of my progress k, especially If I discover something interesting.
Looking good on the render, youll have to explain your mesh brush methods too soon k, Ive been watching and reading stuff but Im interested to know things like pivot points used and measurements kept in mind while making the parts, with a view to how much variety and tight fitting the placements will be.
BPR and ZB Render wise I can help out quite a bit, but what do you need to know really? Composite in PS or similar for best results and keep the AO and Shadow Blurs down low mostly, 1 Main 1 FIll 1 Rim(Alt click on lights to place behind), and a nice ambient colour light or two doesnt go amiss. DOF first setting wants to be at about half the distance away from the MESH front that you want things to get Maxiumum Blurry, the second point is the Max BLur distance, a little trial and error on low BPR 1 -2 will get you there. But anything specific feel free to ask k.