Normal mapping off : Normal mapping on : @@Boothand let me explain my process, I've linked images to illustrate the process : After redoing the UVs, I took one of the wood textures I've linked here yesterday and a random stone texture I had on my hard drive and layed those out in Substance Designer, in Substance I tiled, scaled and rotated the textures until I achieved the look I was going for and then masked textures to the appropiate UV chunks and added a few nails. This map would later become my premade diffuse map for dDo I then used "bitmap2material light"(the full app is like Crazy Bump, but on Steroids) inside of Substance to create a normal map & specular map from those textures which I later overlayed ontop of my baked normal map from 3ds max I used the generated premade spec map and the combined normal map later in dDo using the generated normal map I let Substance create a curvature map, then used a levels adjustments to isolate the (black) cavitys in the wood. I did this to create a neat overlay for my baked Ambient Occlusion map from max After blurring the baked normal map and multiplieing my overlay on top I ended up with this AO map for dDo Using the material masks I created earlier, and some Photoshop work I created this material map for dDo (Beige=Wood, brown=Stone, brown/redish-grey=iron) by then I had everything I needed to get started in dDo. I won't explainwhat I did in dDo so here are the finished textures, notice that I scrapped the stone texture I used and replaced it with a texture generated by dDo here's the end Product : Diffuse Specular Normal Gloss then I took those back into substance to add snow, using various tools and quite a bit of painting in Substance to get a decent snow mask, here is the snowy version : Diffuse Specular Normal Gloss Any comments/wishes @zeƒilus ? I can easily tweak the snow and everything you want to have tweaked