I'm diggin the high res. Something is off with the skin texture though. Looks plastic-y, but sorry, I don't know what to suggest since it's something I'm currently learning more about.
The hook and the scarf look quite gooey, very wax-y. I suggest you define the creases and smooth areas a bit more sharply, otherwise it'll just read blobby from ingame.
why would you want to invert your R channel? usually its just G that you need to invert to let the light hit the surface from the other direction as this is your Y vector
Looking good Rens! I like the rocket launcher-y thing a lot more now (I found the G4H - DuSH text very distracting in the first version) and the colour tweaks are definitely better.
Still have trouble findign not only odd bands and individuals, but classical music and Opera of all things. Believe it or not some of Gen X and Y still listen to things older than the 20th century!
I like the boot design It's quite sufficiently space-marine-y I'd glam up the breastplate though: I dunno, add some clasps, or something, just to break the space up a little.
Hi can someone please tell me if it is possible to have a model that is always facing the camera, but only rotates on the y axis, I don't want the polygon to lay down flat when I look at it from a top view.
Get the vertex normals, and use the Z of it. Thats the up/down direction. Or maybe in Unity, Y is the vertical axis. I'm coming from Unreal where Z is the up.
Everything has a performance cost. Rather than worry about the performance cost of X, its more important to weigh the cost of X vs. Y, multiplied by time.