I first had this idea way back in 2011, while I was mucking around with the Unreal Engine 3 and Blender 2.5: adding playable and non-playable characters, designing levels, etc.
Well, I never made my epic game or action movie, as it happens. Yet the idea stuck, and became a part of a concept: a piece of world-building for another project on which I am still working, on and off, and which I may or may not publish because I am not doing it professionally – that is, as a job, for a living – and so am free to do it my way or the highway, not the customers’, editor’s, publisher’s, or anyone else’s way .
Meanwhile, as both me and Blender grew and evolved, so did the Fairyblade Scimitar: now it renders reasonably well in Cycles and Eevee and even though there are still a couple of rough spots in the topology, I believe I’ve reached the point where I can only make it worse if I continue to tweak it. So, 12 years down the line, I declare this asset finished: in fact, I’ve already purchased a set of Samurai mocap files on Blender Market, in the hope to put it through its paces one day.
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