My aim was to create a next-gen doorway, something you might find in Unreal 3. I made a height map (bottom left image)so I could run it through the Nvidia normal map filter in photoshop to create the normals. I also used an emissive for the security light.
3 x 1024 maps
147 triangles (82 polygons)
Replies
also, I dont know how much photo was involved in making this, so for all I know the following suggestions could be counter-reality. but first, the zigzag pattern around the inside of the door frame looks very odd. I would suggest looking up some actual classical decorative patterns such as egg-and-dart or leaf-and-dart.
the decoration inside the main insert panel above the door looks likewise a bit too oversimplified and geometric. again, might be straight out of a ref-photo.
lastly I think there is a layer missing from the strips of moulding at the top of the doorframe. this came out horribly, but it's what I mean:
great start though! I think the spec mask is working especially well. could you show it to us with a dramatic 3 point-light setup?
it looks a little weird to me and i think a lot of it has to do with the fact that u have no other surface informations then the actual decoration.. As far as i know, stone is not totally polished and flat
work in more information in the normalmap.. surface of the stone, little cracks etc. etc. I think it will read a lot better.
nice start though, keep at it and you will have a nice piece of "current-gen"
Otherwise, pretty damn sweet texture and overall piece.