Zarf: Aah, now I see how you mean about the shadows. Like on
this screenshot, the bottom part of the roof is shadowed in-game, but the top of the main body of the building isn't shadowed by the protruding roof. Yes, that does look a bit strange, now that I think about it.
The tiles you created will work perfectly :goodjob:
I've attached a simplistic image which might or might not make my reasoning about the border cap texture clearer. The first cap/butt/end textures you created to go with your standard border texture looked like the left icon in the image, whereas I think it would look better if it resembled the right icon, with no vertical bars separating the 'ridges' of the border.
I guess it's possible Bethesda talked so much about bump and parallax textures just because a lot of gamers recognized the terms from other games, and it was easier to just say the game used them instead of trying to explain why normal mapping removes the need for bump and parallax maps. I would have been a bit pissed at them, since I've created dozens of bump maps before release, thinking that our mod could use them in the game, but it's not wasted effort I think; with a few modifications they could be put to use as specular maps.
3D Studio Max uses a technique called Displacement mapping, and it does almost exactly what Zarf said; it displaces the polygons of a model, like the geometry is growing. I haven't found any use for it. I tried it a few times, but it just distorted my models so I stopped experimenting with it. I'm keeping my fingers crossed TES 5 will support Refraction and Reflection maps in ordinary models, I imagine that'll look mighty fine.
Caligula Superfly: Hehe, sure, I'll be the God of Razors. My palace will have fountains spurting after shave, and virgins frolicking in pools filled with foam. I'm the one who's responsible for keeping every single man in Cyrodiil clean shaved at all times, which is why you won't ever see any beards in TES IV.
The doorjamb and door works nicely. I went with the high-poly version, which isn't *that* high-poly considering I heard that a normal NPC in full armor uses about 12,000 polys. If it's not too much trouble, could you model an accessory keyhole model for the door?
No, I flattened the back of the hut variation you sent. Hope you don't mind. One of the huts looked like the first variation you made, the other had a flatter back. The flatback hut in TES3 was smaller than the other one, whereas the flatback hut here is larger, but I didn't think that was very important; they both look great.