That brought a big grin to my face. Really nice! My only suggestion would be adding some mario-kart esque rough ground around wide corners and also some shortcuts (though maybe there are some and I didn't notice
).
Posts by Defrag
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My preference is probably more towards level design, but my interest varies from job to job. I'm going to try and get a local job for a couple of years (build up a bit of cash because the property market is crazy), but if I can't do that then I'd definitely send an application to Outerlight and try to get in there. I'll send you a message when I sort out what I'm doing -- cheers.

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Quote from ReNo
You're a modelling machine these days defrag - what game dev disciplines are there left for you to get good at?! When you gonna start applying for jobs anyways, you've surely handed in the last of your uni stuff some time ago?
Thanks
My modelling skills are OK but I need to practice more to get the speed up (and maybe do some stuff that isn't based on RL objects so I have to wing it a bit more). I can't texture for shit, so I suppose that is next on the list.As for uni -- I'm finished and it looks like I'll be getting a first class degree (unless they screw me with some esoteric marking system, but I'm told there are no quotas etc.) How/When did you find out what your degree classification was? I've got all my module results but there's no classification showing up in OASIS etc.
I've already started applying to companies. My first application to a local company was ignored. I sent an email asking if they got it. They ignored that, too. Off to a good start, then.

R_Yell: Nice gun!
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I've nearly finished my APC, so I started an AH-1W Super Cobra (the AH-1Z is my favourite BF2 chopper
)Found it really difficult for some reason, so I ended up 'cheating' by using meshsmooth then manually removing edges to get the shape of the cockpit. Started to come out alright now, but it's still just a rough shape more than anything. Obviously I need to remove some more edge loops, particularly around the nose.
Modelling with tiny blueprints is fun (I think most of my panes are something like 150 to 300 px, so I had to blow them up & sharpen lots to get anything remotely usable). Fortunately I've found hundreds of good reference photos, though.
[Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/ah-1W_Super_Cobra.jpg]
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Looks just right to me -- everything on one page, well laid out & explained without using reams of text. Other than the CV being a .doc, I'm struggling to find any flaws.

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Really nice content, but I agree with FMPONE about the website itself

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Looks good to me, but Crysis & UE3 = harder to impress!
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Quote from Furyo
You realize that, as in Safari, you can simply click and drag any picture of the webpage you browse, and save it on your desktop instead?
That method is a lot slower than using this extension unless you're only saving a couple of images. If you're saving scores of images, this is the best way I've found to manage it.
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I lol'ed at "FUCK THE FUCKING BOWLING GAME!". Almost as funny as Hitler making a swastika out of game boxes then saying "Ach, try it yourself!".
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If you're anything like me, you probably go hunting for reference images for mapping/modelling/texturing etc, open scores of images and then find it's a total pain in the arse to manually save each image. However, help is at hand. I found this Bazzacuda firefox extension (click) which does the business for you
All you do is open the images you want to save in tabs, then, once they're loaded, use the extension's functionality to save all images. It can even discern between pages with various image styles (like other images on the page or dynamic web pages like .asp with embedded images).Anyway it's so immensely useful when resource gathering that I thought I'd post it here.
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Or that

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The procedure determines how it looks. I'm not trying to 'smack you in the face' with the procedure; I'm merely offering a few tips on the workflow to improve the end result.
As for the texture itself: The last one looks good for a first attempt, but the black markings are going to repeat badly. If you add detail (like blotches, smears, stains etc.) then you have to do it in a fairly even manner, else it will look bad when tiling (even if seamless).
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I think the thing on the back is for water propulsion -- it's an amphibious beast. As for the gun, I've got various reference pictures but it's unclear which version I've modelled. I just made this version as the other version has holes in the barrel which means more polys

It's generally cited as a 14.5mm KPV heavy machine gun. ( http://www.answers.com/topic/kpv-heavy-machine-gun )
*edited - grammaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaar
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basically i was asking for critique on the actual textures rather than on how to implement them

The two things go hand in hand. If you do something that gives the texture an undesirable look, then you ought to correct the way you make it. At 1024^2 the texture is very blurry and doesn't have much high frequency detail. Authoring at double the resolution and sizing down is OK sometimes, but if the high resolution texture itself is unusable due to quality issues, then it's a waste of time and you could get better & faster results making a 512^2 texture.
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It's not really intended for anything other than relatively high poly game modelling practice, but I may try to get it ready for HL2 I guess

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When using photo sources, if the image is really high res, make sure you scale down the source image instead of just cropping at full resolution. Failure to do this generally results in a really blurry texture. Also, those textures are 1024 x 1023!

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Updated: New pics at bottom of page
Click the thumbs for bigger screens. Currently weighs in at ~8k tris without any optimisations. I could probably simplify the wheels & axles and also trim off some tris when I remove the centre edge loop.
I've still got to add a few more hatches, plates and lights, too and I think the back of it could use a little more detail. Overall I'm pleased with the look of it; it feels solid. It looks like it could kill you.
Any comments / criticisms etc. appreciated.[Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/btr_04_thumb.jpg]
[Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/btr_05_thumb.jpg]
[Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/btr_06_thumb.jpg]
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It can (sometimes). Just lower the lightmap scale and subdivide it loads.
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Looks good, but that "V" shaped bit in the upper middle of the texture will repeat like a bitch.