Thanks for the comments. I changed my shader for the glass, pushed out the spec a bit more, turned off the mips, and added another little light on the glass to push out that area.
I might add a few more polys in a couple of areas that are driving me crazy.
The original image (on my website) is a good bit larger and you can see more of the detail, but hopefully you can see it here.
One last attempt (unless I figure out something that would further enhance it) to push out some of those details on the window and in some of the cracks, etc., and to round out a few shapes. I definitely could have just made a chunk of the blocks on the outer frame, and cloned those around, which would have made it a bit sharper there.
If anyone has any further ideas on things I could do as far as texturing and lighting, I'd be happy to hear them.
It's excellent! The high rez version is amazing but i think you can work more on the details of the stone on the archs. They would gain in realism if the seams, cracks, falled bits are more crisp.
ricolas71: Thanks, man! Yeah, I might have to exaggerate some of those normals a bit more as well.
whats_true: Thanks for the suggestions. I do have the details in the stone areas outlined in black. If you mean the detailing in the glass, I could try that. I'd rather not go the color route because that would be on the inside of cathedrals, and I have modeled and set all this up to be exterior of the cathedral.
A big thanks to Jason Connell for looking at my shader network and helping me fix my normals. I added them together without a vector2 mask which was neutering them.
I went back and added some more detailing and contrast in my spec map, and tried to push out some areas in my diffuse. I also created a new mask that allowed me to isolate the metal in the window. Unfortunately, I still have some seams that are showing up. I've tried everything I have found in researching it, and it's better, but I can't get them to go away. If I did it again, I might try and avoid mirroring and cutting some of my uvs like I did.
Replies
I might add a few more polys in a couple of areas that are driving me crazy.
The original image (on my website) is a good bit larger and you can see more of the detail, but hopefully you can see it here.
Let me know what you think.
If anyone has any further ideas on things I could do as far as texturing and lighting, I'd be happy to hear them.
Again, you can see a full size screen on my site: http://www.schultzdavid.com/blog/wp-content/uploads/2010/04/re_cath_ScreenShot_v9.jpg
OR
Make this a night time scene, have a light shining through the window, and color that window up in all forms of red blues and greens.
whats_true: Thanks for the suggestions. I do have the details in the stone areas outlined in black. If you mean the detailing in the glass, I could try that. I'd rather not go the color route because that would be on the inside of cathedrals, and I have modeled and set all this up to be exterior of the cathedral.
I went back and added some more detailing and contrast in my spec map, and tried to push out some areas in my diffuse. I also created a new mask that allowed me to isolate the metal in the window. Unfortunately, I still have some seams that are showing up. I've tried everything I have found in researching it, and it's better, but I can't get them to go away. If I did it again, I might try and avoid mirroring and cutting some of my uvs like I did.
Anyway, let me know what you think.
There's a larger image on my site: http://www.schultzdavid.com/blog/wp-content/uploads/2010/04/re_cath_screen_050210.jpg