The chopper looks very nice
![biggrin.png](http://public.gamedev.net//public/style_emoticons/default/biggrin.png)
but I can't really tell if you're an efficient
game 3D/texture-artist without being able to closely inspect the wireframes and the 2D texture sheets in detail.
That said, the video shows you've got a 4k*4k, a 1k*1k and a 512*4k texture for the chopper's albedo? I'd prefer to see the whole model on a single sheet, instead of split over 3.
Are there normal and spec textures as well? If so, that's something like ~200MiB of data uncompressed, or ~50MiB compressed, right? I guess that's acceptable for a high quality PC model, but it would a real feat to see if you can get the same quality level using only a single 2k*2k sheet
![wink.png](http://public.gamedev.net//public/style_emoticons/default/wink.png)
(
not saying you should set yourself that goal, just that I'd be impressed!).
If you've got normal maps, did you paint a bump map by hand, or did you bake them from a high-poly model?
Edit: Sorry I should've read your blog first!
The in-game asset has ten visual LODs, including two 'pilot view' ones, four shadow volumes, and several other hit locations.[/quote]Experience with shadow proxies, LODs, etc is pretty good "real world" experience to have -- it shows you can deal with game engine specifics, and not just make pretty offline renders. I'd be interested to see you demonstrate these behind-the-scenes challenges more, instead of zoomed out fly-bys and being distracted by Arma2's landscapes and jeeps ;)