Hi guys, Im starting a fresh, with simple objects at first to improve my skills in both modelling and texturing. Im going the realistic route.
So my first object:
The wooden barrel.
This is what I want my barrel to look like. I like the weathering on the wood and metal and I like the shape.
I tried to replicate it as best as possible. Keeping the polycount down.
I'm wondering if you can give me guidance on how to improve my model.
Any feedback, hints, tips, knowledge is appreciated!
Thanks in advance
Replies
no really, next step would be to either start UVing or working on a quick high poly version (adding the rings, possibly working on the wood).
UV! sorry for all the posts, just recording each phase. Gonna start texturing.
You mean make a highpoly and then bake it? or just make a high poly anyway?
Thanks for the feedback guys
You could stack the bottom of the barrel on top of the other one. And I think you model the bottom of the barrel the same as the top- eg it would have that extrusion.
Oh and I think people meant make a high poly and bake it to the low. You could have a lot more fun with the high poly, adding the bands, rivets and even individual planks.
Also, any reason you decided to go with 17 sides? Such an odd number :P 16 would probably be more common, and it would be a lot easier to divide the shells into sections like I mentioned above
Okay so i've decided. The first barrel i shown is gonna be a low poly barrel.
This is gonna be a high poly one.
There seems to be an issue with it as there are really bad seams in between the slats of wood. I dunno if im going the right way around this
PS i re did the first barrel now the UV looks good, and the inside rim is fixed.
You could try a very small bevel on the slat. If its an old barrel you could push a few slats in a little so they look like the first ref image.
I would make it an even number, for the same reasons Selaznog said. Its just easier to work with.
Then get making the barrel hoops...
Crazy how small the world is and how similar work is done.
I wasn't really going for realistic, just wanted to work on texture skills and workflow.
http://www.rhinton.com/Portfolio.html
No metal rims yet either, just trying to get diffuse and normal map right.
Any help would be grrrrrrrrrrrrrrrrrrrrrreat! as tony the tiger would say
Thanks in advance
Also, slap a specular texture on there, even if it's just a desaturated version (the wrong way to make a spec map) of your diffuse. It'll make a world of difference. Generally, i'm having trouble recognizing the individual planks of wood that make up the side of the barrel - emphasise the cracks between pieces of wood lots more in your maps
As to the baking things. Do you mean bake to a low poly?
Anyways you told me to have fun with it, so i just kinda forgot about tri-count a little bit.
8224 tris LOL!
Please please please give me feedback
gonna implement the low poly version tomorrow. shouldnt take too long
but imo you really need some colour variation between the metal and the wood.
For me personally that is breaking the piece atm, because it almost seems like it was made out of grey values.
@joeriv - Yeah i see what you mean, I didnt really have any lighting in that scene. Maybe it looks better in the UDK one. If not I will adjust it , thanks for the feedback though
Keep up the progress though!
Thank you guys for your feedback.