Here are a link to all the textures for these objects to reference what I'm about to explain, if you'd like
You'll need an application that can view .tga files (most common art programs- photoshop, paintshop prop, gimp(?))
Barrel Normal Map
Barrel Specular Map
Barrel Diffuse Texture
Crate Normal Map
Crate Specular Map
Crate Diffuse Texture
Normal mapping is the processes of creating a multi-channel texture (ie. red, green and blue) rather than a bump map which is based off of a greyscale image. A normal map completely replaces the objects normals and is based off the diffuse texture, telling the object how to react to lighting, making it appear more detailed than it actually is. If you look at my models, they are both just simply flat, simple models, but with the normal map applied, they look as if they have depth.
A Specular map tells the object how to react to lighting, but in a different way. A specular map is a greyscale image, where lighter pixels (more towards white) are more reactive to light (ie. the sheer on the metal bands of the barrel) whereas darker pixels arent as reactive to light (ie. wooden boards, a carpet, etc.)
Very powerful, especially in games
Allows us to use less polygons and get wayyy more detail!
3D Game Art & Animation Major @ Champlain.edu
2.66ghz core2 duo / nVidia 8800gts 640mb gpu / 4GB ddr2 1066mhz RAM / duel 20" widescreen lcd
Maya | Photoshop | CrazyBump