blekdar, your basic plan seems fine - take a few different sections that can be snapped together, but you should look into vertex colouring for this kind of thing. It will give you lots of flexibility with your environment as a whole. To get the colours to work well, it can mean adding a bit of geometry but the examples…
A quick fix might be to switch from Shadeless to Lit: If the resulting shadows are undesirable, you can turn on environmental lighting and adjust exposure. A more involved solution would be converting your vertex colors from sRGB to linear (Sketchfab expects linear, so they get washed out if sRGB) Original except…
alexl, you really should light that scene with some vertex lighting, it would seriously make it pop so much more and give it some depth. That aside, great work! -caseyjones
Animated textureee made in After Effects using cellular noise. The hair is just a regular old sheet of quads. Could probably very easily be done using shaders and vertex colors.
Thanks a lot guys! Some great ideas for expanding it further. I was definitely going to include some of the stuff you mentioned but now I can't wait to get stuff added. Your helipad example is awesome, I originally had it like that but thought it'd be easier to make transparent if it used hard edges, but it does look a bit…
Thanks for the suggestions Neongoat, hopefully this is better. Was intending to do a longer attacking animation but realised I'm terrible at animation so this is all I did. Because its so short it doesn't really convey my idea for the blood. Basically vertex colour, would work differently based on the engine it's in but…
At this point, you'd be better off using vertex colors for the gradients. I have a question though, why does everyone put a dark gradient towards the top? That's where the sun would be brightest.
I think you can go on with vertex lighting: the final result should appear quite better. ;) You can break up the polygons a bit to define precisely the dark/light areas.