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.
Awesome stuff, looks very helpful. Do you think you could upload your example .qc and this upate.exe elsewhere? I'm having issues downloading from the Mega site.
More FX tutorials are always a good thing, will check it out. That quest is a good example too. I was especially impressed by the effects at the end of the quest, when she flies out of the cave.
My initial response is that you're sloppy. Not that you're lacking skill, but that you're rushing too much and aren't putting enough love into the pieces. This is very apparent in the mecha-cat texture for example.