More tinkering for a grittier feel; we're leaning towards a "mad max"
kind of world at the moment and the previous one was looking a bit too
clean for a world like that.
Finally got the lights glowing as well, woot.
The shadow has a 50% alpha section so I'm gonna present it on white
to prevent it giffing badly.

Will probably clean the specular off the spare tyre since its really not
helping the material definition; I'm happy with the way the grit has come
up overall though, keen to hear what you guys think.
I completely agree re: the glass highlight thing btw; it wasn't "intentional"
so much as a weird gif artefact (you'll notice it's transparent in the gif),
but I'll see if I can bring it back tomorrow, though I really need to get some
work done on that note guru game.
@jddg5wa: I'm really not sure it needs a tutorial and I don't really have the
motivation to write one

Basically turn the outline rendering system on, choose
settings that look nice, render out at a tiny res, write a script to rotate the
camera and the light around the object and render each frame, combine with an
imagemagick script for use in game. There's nothing special about the model other
than a few of the edges having special settings so that they get a faint line
drawn on them. Oh, and it's vertex paint and procedural noise only, I guess that
may not be obvious or normal for some.
@Mcmutton: I'm really never sure what to feel about the style of these guys,
in motion they look great (that gil animation thing from a while ago was sweet)
but on their own they seem so drastically oversaturated and gradient-y. That
said the silhouette is excellent overall, though you may want to do something
with the edges of the sword (highlights maybe?)