Hand Painted Assets
Hello again Eat3D, it's been quite a while. I decided to start this little thread to encourage myself to keep producing things. What I have in mind is to start small and work my way up to larger things such as buildings all in the same style so that at some point I can put together a little environment.
So far here's a barrel weighing in at 168 tris. It shares its texture sheet with a crate which is still in the works.
Really nice, i like the cartoony style it has.
Great work !
Super job! Question for ya. What is your reasoning behind the two metal braces toward the top of the barrel, and only one toward the bottom? Just wondering 
Awesome job Gen! Post up that crate too! I love the color choice. The lighter wood looks very stylized.
And like Jake said I would flip the barrel so the double braces are on the bottom 
Thanks for all the nice words guys!
As for the logic behind the braces positioning there clearly was none. I'll attempt some photoshop magic to remedy that and get the two rings on the bottom. I would have never noticed that, good catch Jake.
I tried the CrazyBump thing and it really helped push the contrast just right, thanks for that pointer Andy. 
Here's another little screen cap with the crate thrown into the mix. It's 188 tris.
Once I do the fix of the rings and also the nails/bolts on the crate I'll dump it into marmoset and share again.
It's excellent to see this map! Very nice work
congrats
nicely - good to see some old school at play -
so - you should be pretty prolific at this stuff eh? If you can bang 2 assets out in about 35-40 mins you should gogogo! and create a whole scene with this stuff.
CrazyBump rocks my face off.
I would also like to see an entire scene!
devilshands - 35-40 minutes for both modeling and texturing? That would be incredible!
Thanks for all the kind words and support.
A full scene is my goal! The reality is that the crate and barrel are both my first attempt at painting, so this is a rather slow process for me. I decided to start small and work my way up in assets.
As for an update, I've been working away on a tiling stone ground texture. Here's the map and two view port screen-cap. I feel the larger stones are more fitting.
My next target is making a well.
I love this sort of style, really cool stuff
I think the texture could do with some variation. Maybe you could break it up by only having that much detail in some areas and brushing the rest over with a flatter colour, almost like dust. That way its not a crazy texture overload and your eye can pick out nice bits of detail
Good stuff, cant wait for updates 
This is really cool stuff! Makes me want to give it a shot.
I agree with the above post, really nice style! I think I might give it a shot.
Nailade & BenStrasser - It's a lot of fun to do. Just doing the three pieces above my painting has drastically improved. It would be great to see some others give this a shot.
jsargent - Variation is definitely what it's missing, thanks for bringing it to my attention. Wasn't sure how to break it up, but dust is a great idea. I'm thinking of putting this all together in UDK so I will use vertex painting to introduce variation.
As for the well I've been working on, I'm having a bit of an internal dilema. As of right now I'm painting on 2048x1024. I've allocated a good third of the width for vertical tiling wood, basically meaning that none of my wood pieces are unique. I feel like this isn't the right way to go about this and that the wood pieces should be more uniquely painted. Input on this would be very much appreciated.
(The texture is in a VERY rough preliminary stage.)

















Great work!
The textures are very clean and bright, which is nice to see
If you run a grey scale version of the texture through CrazyBump, you should be able to get a nice fake AO pass which will help get some more ambient lighting detail in there.
Cant wait to see more!
Promoted!
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