Here is the normal test with flatten mapping in Max, obviously some errors as I'm still only a small amount through the low poly. Thoughts and suggestions?
indirect falloff can/should be controllable. performance will need to get better, yes, but i'm pretty sure it can be done within a reasonable amount of time.
looking groovy, not sure if this will help but here's a texture with a good amount of the Tomb Kings hieroglyphs on it. I think there's a big list of hieroglyphs in the source book as well.
environment artists need to especially pay attention to the amount of dirt, grime, and rust these places accumulate. hint: it's nowhere near as much as most put on their textures.
holy detail! love the amount of work and effort that went into make each of these pieces so indredible, both individually and collectively. superb work, and thanks for sharing!
What's really inspiring , is the amount of work you've put in this, great job. And agree with adam and the rest, it's a little bloomy and noisy. Once more, good job :) .