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Free Plastic Barrel pack by Nobiax Free Plastic Barrel pack by Nobiax
Youtube : [link]

Other Packs : [link]

Commissions : [link]

HowToUse Tutorial : [link]

Free to use or modify - fav & give link if you like or use it ;)

references : www.cgtextures.com
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:iconelgamuza:
Elgamuza Featured By Owner Jan 14, 2014  Hobbyist General Artist
I´d love to buy 4 or 7 of these, but only the ones which have a removable top.
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:iconbristrolax:
Bristrolax Featured By Owner Sep 15, 2013
Hey!, nice model, Im using it to try out and learn to import models into Unity3D, This is the tutorial that referrs to your content:
blog.spiralgraphics.biz/2010/0…

Any idea what alternative (free) I can use besides genetica to solve those issues with the normal maps? :P
Im working on this as a hobby for now and cant really afford licenses yet :(

Cheers and keep up the good work!
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:iconnobiax:
Nobiax Featured By Owner Sep 15, 2013
Maybe try invert the red & green channel in Unity.
If it's not possible I should consider reworking it a bit. ^^;
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:iconcrv3n:
CRV3N Featured By Owner Jul 6, 2013
So awesome thanks alot! . . how do you unwrap and retain the UVs on your models?
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:iconnobiax:
Nobiax Featured By Owner Jul 6, 2013
Thank you :thumbsup:;)
I usually use 3dsmax or Roadkill for the UVs.
Reply
:icondactilardesign:
dactilardesign Featured By Owner Jan 29, 2013  Hobbyist Digital Artist
Nice optimized stuff.
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:iconnobiax:
Nobiax Featured By Owner Jan 29, 2013
Thank you :thumbsup:;)
Reply
:iconelmensajero:
elmensajero Featured By Owner Jan 16, 2013
Nice too; really good job.
Could be useful to know the barrel's measures.
Reply
:iconnobiax:
Nobiax Featured By Owner Jan 17, 2013
You can scale objects in every engine/SDK so it doesn't really matter. =)
Reply
:iconpac-mau:
Pac-Mau Featured By Owner Dec 20, 2011  Student Digital Artist
Wow! This work looks so real!
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:iconnobiax:
Nobiax Featured By Owner Dec 20, 2011
Thank you :thumbsup:;)
Reply
:iconkaranua:
karanua Featured By Owner Apr 30, 2011  Hobbyist Digital Artist
Always useful things like this and the low polycount yet superb mapping makes them excellent scene fillers. This is one seriously huge update :D Looks like a lot of hard works gone into preparing this and the other packs, a great thanks for the props :D
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:iconnobiax:
Nobiax Featured By Owner Apr 30, 2011
& there are still 6 packages I have to work on :D
Thank you very much :thumbsup:;)
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:iconmirk217:
Mirk217 Featured By Owner Mar 8, 2011
+
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:iconnobiax:
Nobiax Featured By Owner Mar 8, 2011
thx
Reply
:iconstevelois:
stevelois Featured By Owner Nov 2, 2010
Sorry if I wasn't enough detailed in my explanations. I'm a French guy so I do my best to make myself understand.

When I ask about the converter, it was to import the meshes the Unreal Editor that come with Unreal Tournament 3, which is a earlier engine with much less capabilities than UDK. UDK as been made for moders, game developers & such, not for mappers who still make maps for UT3 with the "old" editor & most of us are maping as a hobby not as a career or something alike.

But now, since you explain the process, I know what to do.

THX anyway, I appreciate your quick response.
Reply
:iconnobiax:
Nobiax Featured By Owner Nov 3, 2010
Ah ok.
Ben dans ce cas je n'en connais quand même pas ^^
J'ai jamais touché à UT3 ni UT4 d'ailleurs. J'ai touché à l'UDK seulement pour avoir un aperçu ingame de mes travaux.
Autant dire que j'y connais rien :D

Yep, j'suis français, fallais jeter un oeil au profil pour le savoir ;)
Reply
:iconstevelois:
stevelois Featured By Owner Nov 2, 2010
Those meshes along many others are symply awesome :D

Therefore, can you suggest me a good converter to convert FBX & OBJ files in TGA files ? The goal is to import the meshes in a package to use withing the Unreal Editor.

I already started to make a pack that contain some of the 3D textures & I want to make a complete pack that include all your awesome work so I can use them in my maps. Full credits will be giving to you of course for making all those really nice assets ;)
Reply
:iconnobiax:
Nobiax Featured By Owner Nov 2, 2010
I think you don't get it.
You can't convert 3d meshes (.fbx or .obj) to an img (tga) ^^; They are 2 different things.
.fbx & .obj are for the 3d meshes and .tga for the maps.
.fbx & .tga are compatible with UDK.
You can use my packs in UDK. You just have to import them & to create the material with the UDK material tool.
I don't provide the .upk file, a bit too heavy & it give you the possibility to do what you want with the maps.
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:iconkaranua:
karanua Featured By Owner Oct 27, 2010  Hobbyist Digital Artist
Something thats always usefull.
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:iconnobiax:
Nobiax Featured By Owner Oct 27, 2010
=D
Reply
:iconspiralgraphic:
SpiralGraphic Featured By Owner Jul 16, 2010
Thank you for making this excellent model available! I've created a tutorial that makes use of it at [link]
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:iconnobiax:
Nobiax Featured By Owner Jul 17, 2010
you're welcome :thumbsup:;)
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:iconsenor-freebie:
senor-freebie Featured By Owner Apr 23, 2010  Professional Digital Artist
Would be awesome to see with a real time displacement map on it, akin to Direct3d 11.
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:iconnobiax:
Nobiax Featured By Owner Apr 23, 2010
Yeah it would :D
Reply
:iconsenor-freebie:
senor-freebie Featured By Owner Apr 23, 2010  Professional Digital Artist
I've got that a bit on the mind at the moment. I've spent the last 2+ years working on very low poly assets and worlds ... and displacement mapping is akin to this distant, awesome dream of what the future looks like even if computers are already there.
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:iconjujikabane:
jujikabane Featured By Owner Apr 18, 2010  Professional Artist
good stuff. thanks for sharing
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:iconnobiax:
Nobiax Featured By Owner Apr 18, 2010
:thumbsup:;)
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:iconlord-crios:
Lord-Crios Featured By Owner Apr 16, 2010  Hobbyist Digital Artist
Thank you very much :meow:
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:iconnobiax:
Nobiax Featured By Owner Apr 16, 2010
:thumbsup:;)
Reply
:icontraggey:
Traggey Featured By Owner Apr 16, 2010  Student Digital Artist
Wow, this looks really great, especially for the ammount of polys you used, GOOD JOB!
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:iconnobiax:
Nobiax Featured By Owner Apr 16, 2010
thank you very much :thumbsup:;)
Reply
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