'ey,
Phew, reallife kicked in again so its taken me a while to get this model wrapped up. I’m calling this one done now, time to move on and such. I ran into a limit with mental Ray and multiple UVsets, so I ended up ditching the idea of adding dirt and such to the door. It can be done, but I wouldn’t be able to render it, so I figured I’d just skip it and call it a lesson well learned.
Renders and turnarounds, click the images for high resolution:

Beauty render. mentalRay with finalGather, plus a spotlight for good measure. turnaround (2.1Mb).

Viewport playblast, with vertex lighting. I ran into issues with how Maya displays the textures, so much to my grief and annoyance the surfaces ended up more blurred than they should be. Oh well, live and learn I guess. turnaround (1.4Mb).

Shaded wire playblast. Just to show off the wireframe and vertex lighting. I don’t like how vertex lighting makes the walls completly dark the more you look at them at an angle… bummer. Is there a way to solve that problem? turnaround (2.1Mb).

Just good old fashioned wireframe playblast, for those that are into that sort of thing. turnaround (3.2Mb).
Textures:

128x128 primary texture. The black corner is for the metal hinges. I shaded those with vertex colors, so they’re grey in the viewport render. Worked fairly well I think. Yellow is the cobber/gold parts, and I’ll explain the green blob below.

64x64 wood texture, alpha channel is the sign graphic. I couldn’t afford a dedicated signtexture with the smiley burnt in, so I ended up with this solution. Only the signshader has the alpha layered on top of the woodtexture.

64x64 misc texture, each channel used individually for various purposes.
First channel is layered onto almost every texture in the scene. It’s tiled a lot, so it adds some fine grain to the surfaces… just simple “detail-texture” technique. It only really shows shows up in the mentalRay render though, a limit I was not aware of when I started.
Second channel is foilage alpha. The foilageshader gets its color from the primary texture, that’s what the green blob up there was for.
Third channel is the sign alpha.
Due to the texturelayering things only look as intended when rendered. There are some rather harsh limits to what Maya will display in the viewports… it’ll be too longwinded to get into right now, but it took some trial and error to have it display at all.
All in all this has been a fun experience. Total time to create this has been… hm… three work days? Maybe four. It was my first time texturing with any sort of limits imposed, so it was particularly exciting trying to tile things as best as possible. I had never tried tiling a texture before this project :rolleyes:.
If I’ve forgotten something, or been unclear in my descriptions, just say so and I’ll do my best to rectify the situation. Please don’t hold back on the comments. Even though this is done for now (unless something pops up that simply must be fixed :)) I’m still anxious to learn as much from it as possible so I can make my next project even better.
And thanks to Deacon for the challenge.