Hi Everyone,
This has taken a lot longer than I thought it would but I have finally finished my first proper attempt at making something.
The low and high poly and the unwrap where done in blender. The normal map was done in xNormal as was the final render.
I tried getting a game render of it in the marmoset tools but I couldn't get it to look good. My extremely crap diffuse texture and normal map are attached as well. I know its not the most impressive piece but I've definitely learned a lot whilst making it.
Any and all criticisms / pointers are welcome.
Replies
You pretty much don't have a diffuse map there though. Do a google image search for rusty barrels to get some reference and paint/overlay some grime like that to real it up. Perfect things look fake in 3d so making them filthy makes them look better.
not too bad just umm yeah; listen to these guys and keep on modeling and texturing
I freely admit my diffuse map is naff, I'll try that ambient occlusion map idea , it sounds like a good starting point.
One question I do have about the diffuse texture though is how to make it more interesting without having to make it rusty and beat up. I'm going to do a second hi poly version of the barrel that is weathered and bake a different normal map from that.
Here is the original reference image I am working from
Thanks again for all your help
treat it like a texturing challenge
you got this nice one now make a texture for a beaten up one...
and well your reference is good and you did match it but keep this in mind
this is art; so push it if there is a clean boring barrel why make it? but if it has some wear and tear now that sounds fun to texture.
also it adds interest to the piece.
If that's what you're going for, you can do it in real-time by baking some AO like Blackula said, and by using a reflection map to get that extra shiny look.
You can also add some more subtle variations to the otherwise clean surface by making a specular map with some irregularities (even just a sponge filter from photoshop would work) to make the specular highlights less perfect. Even on very clean real-world objects, there are usually all kinds of tiny smears and smudges and dirt that show up in the specular highlights of all but the most meticulously polished surfaces.