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3 Dimensional Chat / Barrel (Texturing Practice)

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Alsan
19
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Joined: 20th May 2005
Location: Germany - Nähe Kassel
Posted: 31st Mar 2008 00:00 Edited at: 1st Apr 2008 18:41
Greetings,

Some time (some months) ago I reached the limits of Paint.Net and changed to Photoshop. This weekend I modelled a simple barrel and textured it as a little practice. Results: PS is extreeemely fun and the final model isn't that bad. So I decided to give it away, because it looks too good to just get dusty on my HD.




Downloads




(I didn't make a .zip or so, because someone maybe only needs the diffuse map, someone doesn't want any texture because he collects polygons etc..)

The diffuse map is partly drawn by hand (Tablet), partly made of different, free photos from cgtextures.com. Modelling & Rendering in Cinema4D.

Maybe someone can find a use for it. Credits aren't necessary, but always great.

If I'm bored in the future, I'll maybe make another barrel, or, if I'm very venturous, even a crate!

/edit: Oh, forgot to say: The normal map is a object space normal map. I also have a tangent space map, but with this one it looks better.

Best Wishes,
Alsan

(I hope the Images are displayed correctly, if not please give me time to correct it before bashing me. ^^)

Alucard94
17
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Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 31st Mar 2008 00:08
Oh god, you guys need to stop being so awesome at making textures and give me some of that skill

John H
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Location: Burlington, VT
Posted: 31st Mar 2008 20:08
Not too shabby! It looks like the bevels of the ribs of the barrel that is on its side appear to be inset, however. Also, you probably dont need to actually model the bevels, as a good specular map would be enough.

3D Game Art & Animation Major @ Champlain.edu
Maya | Photoshop | CrazyBump | Mudbox
Skiazo - 70 UD Rogue on WoW US Shattered Hand - Seeds of Despair 9/9 BT
Alsan
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Location: Germany - Nähe Kassel
Posted: 31st Mar 2008 22:05
@ Alucard94: Thanks! It's just a matter of practice. ^^

@ John H: Thank you very much for your suggestions! This is actually the first time ever I created a specular map, so I'm not very experienced in how much detail I can achieve with it while keeping the polycount low. I'll definitely play around more with them in the future.

Don't know what you mean with the inset, though. ^^

Xenocythe
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Joined: 26th May 2005
Location: You Essay.
Posted: 31st Mar 2008 22:32
Alsan,

I'd love if you could create a photoshop tutorial on how to create a barrel texture like that. I understand that you sratched up a bunch of cgtextures from the website and mixed them together, but even a tutorial on that would be good

3.11 We do not tolerate posts made for the purpose of putting down another forum member, group of members, religion, our company, our staff or any of our moderators, past or present.
John H
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Posted: 1st Apr 2008 03:25


Thats a crate and barrel I did earlier this year, the barrels metal bands are just a specular map, you get get some good detail, bump mapping really shines on organic meshes, however

3D Game Art & Animation Major @ Champlain.edu
Maya | Photoshop | CrazyBump | Mudbox
Skiazo - 70 UD Rogue on WoW US Shattered Hand - Seeds of Despair 9/9 BT
Alsan
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Location: Germany - Nähe Kassel
Posted: 1st Apr 2008 18:54 Edited at: 1st Apr 2008 18:58
@ Xenocythe: Hrm, I used a lot of Layer Masks.

Seriously: I don't feel like I'm good enough yet to make a tutorial. When I have a complete workflow which is thought-out in every single step and effective as hell I'll think about it. I don't want to teach anyone a half-baked way of doing something when there are better, more effective ones around. But making a tutorial is definitely attractive, I guess it won't be long 'til I do one. ^^

@ John H: You're image is destroying my browser layout. ^^

I tried what you said and yes, it works great. I used a normal, 12 sided cylinder without fancy extras and from a certain distance it looks just the same as the mid poly barrel. Thanks for that tip!

I updated the first post with a compare render and the download for the simple cylinder. (Sorry, I'm a complete perfectionist when it comes to presenting stuff, sometimes I work longer on the presentation than on the item itself.)

greenlig
21
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Joined: 30th Aug 2003
Location: Melbourne
Posted: 2nd Apr 2008 02:29
1024*1024 textures might be a bit much for a barrel. It looks very nice though! Would love to see your work with a 512*512 tex...

Keep up the good work.

Blender3D - GIMP - WINXP - DBPro
Alsan
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Location: Germany - Nähe Kassel
Posted: 2nd Apr 2008 15:33 Edited at: 2nd Apr 2008 15:33
@ greenlig: Thank you.

Yeah, 1024 is the total overkill for a simple barrel without a central function. But I like to do big textures. You can always scale them down without a great loss of detail, but if you really need a 1024 texture and only have a 512 it looks absoluteley crappy to scale it up. I guess you probably know that, though, considering your other threads. ^^

How do you guys do it? Is it better to work with 512 from scratch when you know the object will most likely not be in focus? Or is >=1024 and then scaling it down as you need it the better choice? I'm very willing to learn.

AndrewT
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Location: MI, USA
Posted: 3rd Apr 2008 02:23 Edited at: 3rd Apr 2008 02:23
The texture looks great! Much better than what I can do.

I typically create my textures twice as large as I need them, just in case I decide that I do need a high resolution version.

90% of statistics are completely inaccurate.
John H
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Posted: 3rd Apr 2008 06:57
For a game asset like a barrel, you wont be using a 1024, largest would be 512 - thats what I used on my barrel&crate, more than likely you'd rock a 256, but it depends on the engine.

3D Game Art & Animation Major @ Champlain.edu
Maya | Photoshop | CrazyBump | Mudbox
Skiazo - 70 UD Rogue on WoW US Shattered Hand - Seeds of Despair 9/9 BT
greenlig
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Location: Melbourne
Posted: 4th Apr 2008 06:14
Yeah, it depends entirely on what you want it for.

I know the textures for the main character in Starwars Force Unleashed for PS2 were only 512x512 tex with 256 colours.

It really does depend. I always work at the res I desire it to end up in. I haven't done much specific texturing for a while, but I would say try your hand at 512x512. Teaches you to be frugal and use your space wisely!

Regards,
Greenlig

Blender3D - GIMP - WINXP - DBPro

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