For something using 512's like that i'd cut in more geometry. Get the straps on there in 3D and separated from the wood so you can play with their orientation. Some of the planks of wood can rise higher than others, etc.
solid so far, nice depth of field haha, but as brome said give it more definition, especially the 'straps'
also, if you're going to be using normals why not get some of the wood itself? too little detail in that part of the texture or just decided not to? throw the wood into crazybump or something just to see how it looks. though if you got this far I'm sure you already tried normals on the wood itself..
You need more work on the normal map. Why is the wood not normal mapped?, seems it lacks depth. Also get rid of the bottom of the barrel texture. Players aren't going to see that, as it is useless geo. It will also let you have more space on your texture page so that you have more pixels to work with.
Yeah the dof is a little nice trick I learned here
Actually I havent tried getting normals from the wood, thought it might become to noisy but I will give it a try.
Also get rid of the bottom of the barrel texture. Players aren't going to see that, as it is useless geo.
Unless it's a barrel they can roll and toss about. But since this is using tangent space normals, could just mirror the top, even if slats on the bottom would not be preferable.
doesnt look curved enough for starters add a couple of loops toe curve it and some more for the metal rings as stated.
to save on texture space you dont need both sides of the barrel as the player will only ever see one side at a time so delete one half and the top, re-UV it in a 256x512, then rotate that round 180 in x (if you rotate rather than flip you dont need to worry about flipped nomals) move the duplicate sides UVs +1 in uv space then re-bake.
also still with the uvs, i would keep the sides straight it gives you a little more stretching, but the wood grain will run along the pixels which will look better. and if i were you i would scale the edge loop on the inside of the top in a bit so there are no +90 degree edges and map it as one peice cutting down on uv seams and giving a better bake
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also, if you're going to be using normals why not get some of the wood itself? too little detail in that part of the texture or just decided not to? throw the wood into crazybump or something just to see how it looks. though if you got this far I'm sure you already tried normals on the wood itself..
-Rude
Yeah the dof is a little nice trick I learned here
Actually I havent tried getting normals from the wood, thought it might become to noisy but I will give it a try.
to save on texture space you dont need both sides of the barrel as the player will only ever see one side at a time so delete one half and the top, re-UV it in a 256x512, then rotate that round 180 in x (if you rotate rather than flip you dont need to worry about flipped nomals) move the duplicate sides UVs +1 in uv space then re-bake.
also still with the uvs, i would keep the sides straight it gives you a little more stretching, but the wood grain will run along the pixels which will look better. and if i were you i would scale the edge loop on the inside of the top in a bit so there are no +90 degree edges and map it as one peice cutting down on uv seams and giving a better bake
This is the normal map now:
I think I will leave it as it is now and do something with more complex geometry.
Thanks for all the tips.