Roman architecture study. Final shots in Cryengine.
I learned a lot form doing this study. The trim texture went through several iterations because some of the trim patterns got way too noisy. From a distance the details just didn't read. Everything on the trim sheet was started in 3ds max and then sent to zbrush. The red color is floating geo with a decal shader applied. I tried using vert color but it looked to flat and didn't allow me to chip off paint in areas.