My Old Damaged Pillar
So this is my try on the Old Damaged Pillar... I do have some of my own critics. I know that the normal makes it look like clay or something that has been under water for a long time. lol Reason for this is that I couldn't import the high res into max, it would just freeze and I'd have to shut down max. I also didn't import into Unreal. Hope you like and comments are welcome.
Thanks Eat3D!!!
Great job Val, Jeremy hit the nail on the head with this, you have some large scale information in the normal but not much med/low. Aso be careful with the large scale detail, try and tighten some of it up so it doesnt look as wavey. There are always ways to improve for all of us so just keep up the practice, you may just want to move on to something else like a lot of other people on the forum that is similar. 
Riki stated a very important thing about your normal map. Tightening up the larger details would really enhance the overall effect. It looks like you used large brushes in mudbox to create the normals. Try and use small brushes to really define individual fractures, cracks, erosion, etc. On the areas where large chunks have been blown out, try and make the edges more crisp and cracked to better symbolize concrete characteristics. Use stencils, stamps, ect. to then add finite details to the chunks of inner concrete that have been exposed from the missing concrete.
Keep up the good work and keep us updated!
-Jeremy-









Val15,
Great job on the modeling buddy. It looks great. I like the texture job as well.
Critiques:
The normal map shows some great variations in the large detail. Perhaps adding a fine detail normal layer would really boost its quality. You can create some great fine detail normals off of the texture map in Photoshop using the nvidia normal map plugin.
Great job and make sure to keep us updated!
-Jeremy-
www.jeremybaldwin3d.com