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Wow, I had a lot more questions than I thought. Great work here, I love it.
the wire mesh is a model rendered with a *normalmap* shader on it, a cheap way of getting normals from geom. the grooves in the floor are simply heightmap work, using layer fx (black inner glow with a round contour) on simple shapes in photoshop.
I usually have the NVIDIA Photoshop tool make my normals, or I get XSI's Ultimapper to compute them from a target mesh and a highpoly version of the same mesh... I had not considered using an actual normalmap shader... perhaps the software I am using does not have it.
Using layer effects to produce the grooves on the floor is very clever... I will have to try that myself.
Thanks for the detailed reply!