Man this came out looking awesome! Would love to see the wireframe of the final mesh too, and maybe the marmoset scene too since you already have it?
Anyways, killer work. My only feedback would be that I'd like to see some more grime in the cavities and around the areas that are more likely to come in contact with trash. Same idea, but I'd also remove some of the texture noise in areas where there's really no reason why there should be any.
Everything towards the top of the machine should look pretty mint, and you should really only have rust where the machine is more likely to be touched, damaged or where liquid is more likely to accumulate. I think at first glance my thought was that it was hard to read, or hard to focus on any one area of the machine because everything has a lot of surface noise. Even with props like these, you want to tell a story. Surface detail should let the viewer know right away where the garbage goes in and where the action happens, and what areas are of no interest. Each scratch, dirt patch and rusted bits tell a story, so when you see as much surface damage on the top of the machine or on side panels where there's really nothing to interact with, the story becomes confusing. Like "what the hell happened to this machine for THAT area to be damaged??"
I had a quick look at a garbage truck as reference for this but here's a paintover showing what I mean if it helps.
Paintover - cleaner/smoother surfaces overall, more dirt/damage in areas of high traffic
Anyways, lot of text but all of this to say the model looks killer, but the surface details could definitely look more.. logical? Hope that all makes sense.
Also on a different note, lots of stuff here you could sell on the marketplace like your trim sheets, substances, individual assets like the garbage bags, etc! It's another huge opportunity to get exposure (and passive $$), on top of sharing the art alone