This was the first thing I have textured completely by myself without any help so please comment and give tips about it. That is also why you might find a lot of errors with it.
Good start for you first one,
Things to look at going forward from here;
Don't just grab stock images from CGtextures and use them un-edited, thousands of people have used them before, and are usually void of context for your asset.
Do some more material research, that wood looks like floorboards, and they probably are, not the kind of wood you'd see on a barrel.
Start looking into hand painting some lighting information in, ambient occlusion under the metal bands, some highlights on the metal bands edges ect. (if you plan on using legacy shaders)
I re-textured this new one. I know that the metal might be a little to bright but whatever . I did change both textures slightly to make the shades different but the wood feels to bright as well. Oh and btw Fwap could you please explain the ambient occlusion on the metal bands. <--Still new to this Also you have any helpful tips or tutorials on hand-painting textures? Thanks again everyone!
You latest texture isn't a step forward unfortunately, its still very 'slapped on' you need to put the art in game art put some context into the texture, for example rust build up, a bit of dirt build up towards the bottom, scratches ect.
And when you do use photo sourced textures do some color grading on them to match your asset.
Just because the metal texture you grab off the net is bright doesn't mean it has to stay that way.
Your wood choice is still off, make sure you look up some reference and really study it.
I will try but I can't paint my own textures so that hopefully won't be an issue. I am also not quite sure I know how to make scratches. I have never been a good painter. I do know that that was not an improvement I just posted it anyway. I like my first one though .
But for this, if you want to use photo-refs, start gathering more images to use and modify them to build up detail (dirt, scratches, random other details you want to add). Masking and layering in Photoshop are going to be some of your best friends when using images for textures.
Replies
Things to look at going forward from here;
Don't just grab stock images from CGtextures and use them un-edited, thousands of people have used them before, and are usually void of context for your asset.
Do some more material research, that wood looks like floorboards, and they probably are, not the kind of wood you'd see on a barrel.
Start looking into hand painting some lighting information in, ambient occlusion under the metal bands, some highlights on the metal bands edges ect. (if you plan on using legacy shaders)
Keep it up, i'd like to see an update
Jamin Shoulet has some great videos in painting lighting information;
www.youtube.com/watch?v=c_GWVez_UHM
You latest texture isn't a step forward unfortunately, its still very 'slapped on' you need to put the art in game art put some context into the texture, for example rust build up, a bit of dirt build up towards the bottom, scratches ect.
And when you do use photo sourced textures do some color grading on them to match your asset.
Just because the metal texture you grab off the net is bright doesn't mean it has to stay that way.
Your wood choice is still off, make sure you look up some reference and really study it.
its a lot to take in i know, haha
That is, if you want to go with a more painterly style.
For the first few assets, trying to paint yourself is a good idea though, so I'd say just go and try!
Only one way to get better.
But for this, if you want to use photo-refs, start gathering more images to use and modify them to build up detail (dirt, scratches, random other details you want to add). Masking and layering in Photoshop are going to be some of your best friends when using images for textures.