Really amazing work which reminds me a lot of epic moments, especially the Cerberus base! As an example how long did it takes to complete these environments were you alone on all of these?
Well I use the migNormalTools script. For this example I select all the planar faces, harden the normal and then with the same faces selected I use the fillet outside option in the migNormalTools script.
The bricks that have a high contrast compare to the other ones (the black square brick for example) will stand out quite a lot once you tile your texture. I'd be careful about that!
Thank you for explanation and link :) A code example works ? This object will render only the backfaces of an object: Shader "Show Insides" { SubShader { Pass { Material { Diffuse (1,1,1,1) } Lighting On Cull Front } } }
Love the werewolf concept , but I feel you could go more aggresive with it imo example: http://th00.deviantart.net/fs71/PRE/f/2010/079/3/8/WEREWOLF_3_by_el_grimlock.jpg
You dont need to write "FAILED ART TEST" on them. If its a good representation of your skills, why not use it? Maybe you were the one who declined the job, for example.
Now i'm having issues to understand the high poly modeling and texturing, for the roof for example.. I divided the roof into four parts for the UVs, and now how i make the texture tile?
Cool workflow example of HardOps + DECALMachine, it becomes really fast to do complex hard surface models in Blender with a geometry quite ok. https://www.youtube.com/watch?v=7U7U-4ar91w
Its true that bolts are about 1k each but thats why you bake them. In your particular example this can be your high poly, and a simple cylinder as your low poly
The handle is still too small. It would be a nightmare to grip. Have a look at the proportions of this cutlass as an example. The handle is roughly a quarter of the sword's total length, as opposed to yours which is about a seventh.