It is actually inspired by an Egyptian headdress more than the typical crown, so I would like to stay try to the original form.
If it's inspired by something, I totally understand your choice to try to stay as close as possible to the original idea, I actually support those kind of things.
The high poly normalmap has not been made yet, so most of the geomerty is just using smoothing. The hard-looking edges actually do come from the normal map.
I don't get it, baking the high-poly normal map onto the low-poly model takes just one click (at least in blender), I think you should test your models with proper normals set up. I'm telling you this because I had to re-model a few parts of my first work after I've seen how proper normals behave.
To get the nomalmap as it is now, I applied the color texture to the higher poly model and assigned it as a bump map as well as color. This carried it over to the baked normalmap on the lower res mesh as extra geometry. It is a low-cost trick for getting extra detail that matches the colors perfectly. I then used the color texture in combination with the RBG channels in the normalmap to replace the alpha channel in GIMP (using the decomposing tool found in Color/components).
I think I can help you a lot on this one with 3 huge hints.
- Go downloading this GIMP plugin http://code.google.com/p/gimp-normalmap/
it's an accurate texture > normal map creator with 3d preview and a lot of different options - There are a lot of websites with free shared high-definition seamless material textures, this includes color, normal, specular. This is an example: http://texturise.blogspot.it/ but again there are a lot of them
- If you're not able to find a proper mapped seamless texture for the material you want to get, you can create your own normal and specular material maps from simple pictures of the material directly with GIMP (with really good results):
- If the texture is not seamless go Filter > Map > Make Seamless
- If you need it to be of a different color from the original image, go Colors > Desaturate... and pick Lightness, then apply as overlay over your color (you may need to tune the color value up/down to match the plain one)
- From the desaturated texture map go Filter > Map > Normalmap... (the plugin I wrote about earlier) play a bith with the settings and generate your normal map
- From the desaturated texture map go Colors > Levels... and move both indicators toward the center (no need to touch the balance though) until you get most of the light points almost white and the darker points almost black
You then just need to add normal and specular maps to your model's materials (you can further tune them inside blender too) and it will be exported while baking the normal map (not the specular though, and I don't know why, probably I'm missing something, I had to manually export specular maps).
I have to say the result is quite impressive, take a look at these (from my workshop item, if image links don't work just search for "Guild's Maestro"):
- back_view.jpg (grainy black plastic on the frame, loosely threaded fabric on the "panel" and really bad thing that's supposed to be gold )
- side_view.jpg (black, aged leather on the headband, colored brushed metal on the back and really bad thing that's supposed to be gold )
This way, after you've set up all the materials in blender (if you're using blender ofc) you can create your high-poly normal & alpha channeled specular map onto the low-poly UV with normals, specular color, specular intensity and textures (without color, and with specular maps applied as color) map baking.
Btw, I'm taking seriously that "guide" thing, there's a lot of stuff that's definitely not that intuitive on the exporting process...