Hey all!
First of,
exclude me from the contest, I exceeded the time limit by an hour. That's probably a no go, but this was my first time texturing something. Somehow I always tend to model something and leave it at that with the excuse 'only texturing is left'. So the reason that I'm posting is just so that someone might give me some crits.
Very nice to see how a well can take so many forms with just textures, I've seen some really nice entries! I definitly learned a lot by doing this, it gives so much more to a model and it's really fun to do too! I'm definitly in for the next one with a valid entry. Hope noone minds that I post this nonetheless.
The render:
Workflow +maps:
Started browsing for some textures (CGtextures), and decided a look. I wanted something a bit old, but decorated. Started with the wooden beams. Added a carving in it, which came from the CGtextures too (great site!). Then made the metal rod and the roof and finally the rock wall. All done in photoshop btw.
Diffuse only
Followed Sampson's tutorial for creating an ambient occlusion map (great tut!). I added that to as multiply to my texture. Had some trouble with it. As the bottom side of the roof is on the same place as the top in the UV unwrap, parts of the AO were too dark there. So I manually changed that in photoshop.
Ambient occlusion
Diffuse + Ambient occlusion
Downloaded the Crazybump trial and generated a bump map. The specular map I didnt quite get yet, so I'll have a look at that again, it didnt seem to make any difference when I put it in the specular slot (3ds Max). Also the bump map didnt do a whole lot, but thats included in the render.
Normal