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		<title>Project Reality Forums - Blogs - Z-trooper</title>
		<link>http://www.realitymod.com/forum/blogs/</link>
		<description>Welcome to the Project Reality Official Forums! Project Reality is a realistic, modern, Battlefield 2 modification featuring a variety of new nations, including the complete British Army, weapons, vehicles, and new game modes. Join our growing community today!</description>
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			<title>Project Reality Forums - Blogs - Z-trooper</title>
			<link>http://www.realitymod.com/forum/blogs/</link>
		</image>
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			<title><![CDATA[I'm the scope guy... Apparently]]></title>
			<link>http://www.realitymod.com/forum/blogs/12117/b204-im-scope-guy-apparently.html</link>
			<pubDate>Thu, 10 Jun 2010 01:16:28 GMT</pubDate>
			<description>A Leupold Mark 4 LR/T variant for ya. Now we just need the rifle for it :) 
 
Image: http://img816.imageshack.us/img816/1919/m14scope04.jpg  
Image:...</description>
			<content:encoded><![CDATA[<div>A Leupold Mark 4 LR/T variant for ya. Now we just need the rifle for it :)<br />
<br />
[img]http://img816.imageshack.us/img816/1919/m14scope04.jpg[/img]<br />
[img]http://img815.imageshack.us/img815/8947/m14scope05.jpg[/img]<br />
<br />
Its me again, with another set of optics :lol:<br />
<br />
Some time ago, [R-MOD]KP did a highlight on a M14 EBR he was working on.<br />
[url]http://www.realitymod.com/forum/f318-2009/70928-weapon-m14-ebr.html[/url]<br />
<br />
It just so happen to be that back then I was working on my own high quality M14 rifle (not for PR), but the scope could easily be used for the EBR for PR. So I finished the model and all that technical stuff that you guys don't care about anyways 8-)<br />
<br />
I'm not 100% done with the textures yet, but here is a little sneak peak at things to come :-)<br />
<br />
Until next update (I promise it won't be a scope ;)), have a good one.<br />
<br />
- Tom</div>

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			<dc:creator>Z-trooper</dc:creator>
			<guid isPermaLink="true">http://www.realitymod.com/forum/blogs/12117/b204-im-scope-guy-apparently.html</guid>
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			<title>Z-point</title>
			<link>http://www.realitymod.com/forum/blogs/12117/b199-z-point.html</link>
			<pubDate>Tue, 18 May 2010 04:19:35 GMT</pubDate>
			<description><![CDATA[We've been discussing the usage of optics for different factions. During this discussion I decided to make the Zeiss Z-point reflex sight because we...]]></description>
			<content:encoded><![CDATA[<div>We've been discussing the usage of optics for different factions. During this discussion I decided to make the Zeiss Z-point reflex sight because we were limited with what we could do with the ones we had. Lets see what the future brings for it in PR ;-)<br />
<br />
[img]http://img201.imageshack.us/img201/1228/zpoint04.jpg[/img]<br />
<br />
For good measure I need to point out that the texture is not yet final. <br />
<br />
Until next time. See you on the virtual battlefields.<br />
<br />
- Tom</div>

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			<dc:creator>Z-trooper</dc:creator>
			<guid isPermaLink="true">http://www.realitymod.com/forum/blogs/12117/b199-z-point.html</guid>
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			<title>Its aliiiiiiiiive!</title>
			<link>http://www.realitymod.com/forum/blogs/12117/b168-its-aliiiiiiiiive.html</link>
			<pubDate>Mon, 22 Feb 2010 03:21:19 GMT</pubDate>
			<description><![CDATA[I created something scary... Seriously it scares me. 
 
Image: http://img442.imageshack.us/img442/8681/p818.jpg  
 
I thought I'd share something...]]></description>
			<content:encoded><![CDATA[<div>I created something scary... Seriously it scares me.<br />
<br />
[img]http://img442.imageshack.us/img442/8681/p818.jpg[/img]<br />
<br />
I thought I'd share something random since I missed the DEV blog spam a little while back.</div>

]]></content:encoded>
			<dc:creator>Z-trooper</dc:creator>
			<guid isPermaLink="true">http://www.realitymod.com/forum/blogs/12117/b168-its-aliiiiiiiiive.html</guid>
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			<title>Spot the difference...</title>
			<link>http://www.realitymod.com/forum/blogs/12117/b139-spot-difference.html</link>
			<pubDate>Thu, 14 Jan 2010 04:49:00 GMT</pubDate>
			<description>Should be fairly obvious :p 
Image: http://img18.imageshack.us/img18/4408/ris01.jpg  
Image: http://img18.imageshack.us/img18/464/ris02.jpg</description>
			<content:encoded><![CDATA[<div>Should be fairly obvious :p<br />
[img]http://img18.imageshack.us/img18/4408/ris01.jpg[/img]<br />
[img]http://img18.imageshack.us/img18/464/ris02.jpg[/img]</div>

]]></content:encoded>
			<dc:creator>Z-trooper</dc:creator>
			<guid isPermaLink="true">http://www.realitymod.com/forum/blogs/12117/b139-spot-difference.html</guid>
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			<title>My 9 for 0.9</title>
			<link>http://www.realitymod.com/forum/blogs/12117/b138-my-9-0-9.html</link>
			<pubDate>Wed, 06 Jan 2010 16:57:17 GMT</pubDate>
			<description>For the fun of it I compiled a shot of the 9 different weapons I have created or co-created for 0.9. 
 
Image:...</description>
			<content:encoded><![CDATA[<div>For the fun of it I compiled a shot of the 9 different weapons I have created or co-created for 0.9.<br />
<br />
[img]http://img707.imageshack.us/img707/6826/09rifles.jpg[/img]<br />
<br />
[B]Credits:[/B]<br />
Models: [R-DEV]Z-trooper &amp; [R-DEV]Katarn<br />
Exports: [R-DEV]Z-trooper &amp; [R-DEV]Chuc<br />
Textures: [R-DEV]Chuc, [R-DEV]Z-trooper and various other for the AR-15 base (mentioned in previous blog entries)<br />
Animations: [R-DEV]Chuc + fixes by [R-DEV]Z-trooper</div>

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			<dc:creator>Z-trooper</dc:creator>
			<guid isPermaLink="true">http://www.realitymod.com/forum/blogs/12117/b138-my-9-0-9.html</guid>
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			<title>G1 to F3 and A1 to A2</title>
			<link>http://www.realitymod.com/forum/blogs/12117/b129-g1-f3-a1-a2.html</link>
			<pubDate>Wed, 09 Dec 2009 00:36:30 GMT</pubDate>
			<description>*USI Abrams:* 
 
*A1 * 
Image: http://tom3d.dk/ProjectReality/M1A1_01.jpg  
(also updated texture a little - on the right) 
 
*A2 * 
Image:...</description>
			<content:encoded><![CDATA[<div>[B]USI Abrams:[/B]<br />
<br />
[SIZE=&quot;4&quot;][B]A1 [/B][/SIZE]<br />
[img]http://tom3d.dk/ProjectReality/M1A1_01.jpg[/img]<br />
[I](also updated texture a little - on the right)[/I]<br />
<br />
[SIZE=&quot;4&quot;][B]A2 [/B][/SIZE]<br />
[img]http://tom3d.dk/ProjectReality/M1A2_01.jpg[/img]<br />
[img]http://tom3d.dk/ProjectReality/M1A2_02.jpg[/img]<br />
[I]M1A2, including reactive armor tiles and CITV[/I]</div>

]]></content:encoded>
			<dc:creator>Z-trooper</dc:creator>
			<guid isPermaLink="true">http://www.realitymod.com/forum/blogs/12117/b129-g1-f3-a1-a2.html</guid>
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			<title>Before Chuc posts this...</title>
			<link>http://www.realitymod.com/forum/blogs/12117/b119-before-chuc-posts.html</link>
			<pubDate>Mon, 16 Nov 2009 21:09:51 GMT</pubDate>
			<description>Based on the M16A4 I modified it into the classic A1 model as it appeared in the late years of the Vietnam conflict. 
 
These modules and...</description>
			<content:encoded><![CDATA[<div>Based on the M16A4 I modified it into the classic A1 model as it appeared in the late years of the Vietnam conflict.<br />
<br />
These modules and modifications will be seen in action, in some degree, with the IDF, Hamas and various other irregular forces.<br />
<br />
Seen here with a baked AO map:<br />
<br />
[img]http://tom3d.dk/ProjectReality/M16A1_06.jpg[/img]<br />
[img]http://tom3d.dk/ProjectReality/M16A1_07.jpg[/img]<br />
[img]http://tom3d.dk/ProjectReality/M16A1_08.jpg[/img]<br />
<br />
I imagine the textured one will appear as an ingame screenshot in chuc's blog before long.<br />
Last I heard there were plans for at least 3 different A1 M16's, so expect some more full auto AR-15 fun in the future 8-)<br />
<br />
I would like to extend my thanks to [R-DEV]Ninja2dan, our US ARMY military advisor for helping with maximum realism in the conversion.<br />
<br />
Credits:<br />
Original model was created by [R-DEV]Katarn with several texture artists contributing to the various modules [R-DEV]Chuc and [R-DEV]Vaiski as well as [R-CON]Miliena IIRC<br />
<br />
- Tom</div>

]]></content:encoded>
			<dc:creator>Z-trooper</dc:creator>
			<guid isPermaLink="true">http://www.realitymod.com/forum/blogs/12117/b119-before-chuc-posts.html</guid>
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			<title>So mr DEV you made a building, big woop...</title>
			<link>http://www.realitymod.com/forum/blogs/12117/b118-so-mr-dev-you-made-building-big-woop.html</link>
			<pubDate>Mon, 16 Nov 2009 01:44:18 GMT</pubDate>
			<description>I recently did an inventory of all the statics I have finished for v0.9 so far and this was what I came up with: 
 
166 individual models make up...</description>
			<content:encoded><![CDATA[<div>I recently did an inventory of all the statics I have finished for v0.9 so far and this was what I came up with:<br />
<br />
166 individual models make up these 28 different statics. <br />
In total this is 45.852 triangles made up of 25.180 points, and all of them have been tweaked on some level by hand. Yes I don't use fancy automated tools to make my life easier, I make sure...<br />
<br />
[img]http://tom3d.dk/ProjectReality/finished_01.jpg[/img]<br />
<br />
As you can see the story dosn't end with what you see on your screen. Some of these statics are made up of 7 individual models; <br />
<br />
4 of them are level of details of eachother (&quot;lods&quot;), you see a different one depending on the distance you are away from it.<br />
<br />
Some of the funky colored ones are collision models (&quot;cols&quot;), one for bullets to collide with, one for vehicles and one for soldiers. The PRSP guys also operate with an extra collision model that tells bots where they can go. <br />
<br />
So all of the above are ingame and working as intended, but I have some great ones still to come, none of them as 'boring' as these... Some will make it for 0.9 some you will see beyond that.<br />
<br />
Some will be map specific, some will aid in the way the gameplay unfolds and others will bring new possibilities for a faction and map scenario.<br />
<br />
- Tom</div>

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			<dc:creator>Z-trooper</dc:creator>
			<guid isPermaLink="true">http://www.realitymod.com/forum/blogs/12117/b118-so-mr-dev-you-made-building-big-woop.html</guid>
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			<title><![CDATA[Gaza teamwork & potty training]]></title>
			<link>http://www.realitymod.com/forum/blogs/12117/b97-gaza-teamwork-potty-training.html</link>
			<pubDate>Mon, 28 Sep 2009 21:42:26 GMT</pubDate>
			<description><![CDATA[[R-DEV]ZZEZ is going a long way to make the upcomming Gaza map as immersive as possible.  
This required doing a series of ambient statics that I and...]]></description>
			<content:encoded><![CDATA[<div>[R-DEV]ZZEZ is going a long way to make the upcomming Gaza map as immersive as possible. <br />
This required doing a series of ambient statics that I and a group of different PR team members set out to create.<br />
As always I did the modeling, UV mapping, exporting ect but nearly all of the motives are made by:<br />
<br />
[B]Tester: elemanoel<br />
[R-COM]'s: VoXiNaTiOn, Scot<br />
[R-DEV]: Matrox[/B]<br />
<br />
[I]Sorry guys I wasn't able to use all of them due to my pallet set up :) but great effort and all of you got at least one ingame ;) Special thanks to elemanoel who did a whole lot of them and in great quality[/I]<br />
<br />
[B]Gaza road sign:[/B]<br />
[img]http://img214.imageshack.us/img214/3354/screen016.jpg[/img]<br />
<br />
[B]Martyr posters and various signs:[/B]<br />
[img]http://tom3d.dk/ProjectReality/screen031.png[/img]<br />
[img]http://tom3d.dk/ProjectReality/screen039.png[/img]<br />
[img]http://tom3d.dk/ProjectReality/screen040.png[/img]<br />
[img]http://tom3d.dk/ProjectReality/screen041.png[/img]<br />
Additional shots:<br />
[url]http://tom3d.dk/ProjectReality/screen032.png[/url]<br />
[url]http://tom3d.dk/ProjectReality/screen033.png[/url]<br />
[url]http://tom3d.dk/ProjectReality/screen034.png[/url]<br />
[url]http://tom3d.dk/ProjectReality/screen035.png[/url]<br />
[url]http://tom3d.dk/ProjectReality/screen036.png[/url]<br />
[url]http://tom3d.dk/ProjectReality/screen037.png[/url]<br />
[url]http://tom3d.dk/ProjectReality/screen038.png[/url]<br />
<br />
<br />
Once again good effort guys, and nice team spirit :)<br />
<br />
<br />
[B][SIZE=&quot;4&quot;]And in other news:[/SIZE][/B]<br />
As I have been working with [B][COLOR=&quot;DarkOrchid&quot;][R-CON]motherdear[/COLOR][/B] on several subjects and he is making good progress on some small tasks (too small for a highlight, hehe) I have included a little message from him :) Enjoy<br />
<br />
// Z-trooper out<br />
<br />
[B][COLOR=&quot;DarkOrchid&quot;][R-CON]motherdear[/COLOR]:[/B] <br />
Since I became included in the contributor fold I have been busy finishing the uvw of the AAVP7A1 and doing my first static, a 'port-a-loo'. <br />
<br />
[I]Note object has not been lightmapped in these pictures.[/I]<br />
[IMG]http://i257.photobucket.com/albums/hh212/motherdear_album/screen017.png[/IMG]<br />
[IMG]http://i257.photobucket.com/albums/hh212/motherdear_album/screen018.png[/IMG]<br />
[IMG]http://i257.photobucket.com/albums/hh212/motherdear_album/screen018.png[/IMG]<br />
[IMG]http://i257.photobucket.com/albums/hh212/motherdear_album/screen020.png[/IMG]<br />
[IMG]http://i257.photobucket.com/albums/hh212/motherdear_album/screen021.png[/IMG]<br />
<br />
During the process of creating this static (my first complete one) I learned a lot that will hopefully come to good use for the future of PR and my own career ;)<br />
One of these lessons is ALWAYS CHECK YOUR SCALING.<br />
[img]http://tom3d.dk/ProjectReality/ppfeedback01.jpg[/img]<br />
This small problem bothered me for a few days, I couldn&#8217;t understand why my model would not show textures in the editor, turned out it was so big that the fog distance hid the colors from sight :P<br />
<br />
And to finish off here are the lods and cols for those of you that are interested and would like to enter into the realm of asset and static creation. This is one of the things that I have never done before, and therefore was very interested in for asset creation and I often asked myself these questions (what kind of tri reduction should you have ? what is the typical falloff range ? what does the different cols do ? etc)<br />
[IMG]http://i257.photobucket.com/albums/hh212/motherdear_album/lodsandcolsfinished.png[/IMG]&#8217;</div>

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			<dc:creator>Z-trooper</dc:creator>
			<guid isPermaLink="true">http://www.realitymod.com/forum/blogs/12117/b97-gaza-teamwork-potty-training.html</guid>
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			<title>... even more chinese stuff</title>
			<link>http://www.realitymod.com/forum/blogs/12117/b88-even-more-chinese-stuff.html</link>
			<pubDate>Thu, 27 Aug 2009 15:11:28 GMT</pubDate>
			<description><![CDATA[Ni Hao dear blog readers 
 
If you have followed IronTaxi's blogs you will know that he has been working on some new chinese statics and a chinese...]]></description>
			<content:encoded><![CDATA[<div>Ni Hao dear blog readers<br />
<br />
If you have followed IronTaxi's blogs you will know that he has been working on some new chinese statics and a chinese map. You may have noticed some new statics that taxi didn't take credit for, so I guess I'll take credit for them ;)<br />
<br />
So far my contribution to the new chinese statics are some bridges:<br />
<br />
[B]Big bridge:[/B]<br />
[img]http://tom3d.dk/ProjectReality/chi_bridge_06.jpg[/img]<br />
[img]http://img192.imageshack.us/img192/244/bf2editor20090605233124.jpg[/img]<br />
<br />
[B]Medium bridge:[/B]<br />
[img]http://tom3d.dk/ProjectReality/chi_bridge_04.jpg[/img]<br />
<br />
[B]Small bridge sections:[/B]<br />
[img]http://tom3d.dk/ProjectReality/chi_bridge_09.jpg[/img]<br />
<br />
... and some small stuff like these new wall sections:<br />
[img]http://tom3d.dk/ProjectReality/chi_wall01.jpg[/img]<br />
[img]http://tom3d.dk/ProjectReality/chi_wall02.jpg[/img]<br />
[img]http://tom3d.dk/ProjectReality/chi_wall03.jpg[/img]<br />
<br />
I have a lot of stuff in the works, I am sure you will be seeing some of them soon.<br />
<br />
[I]Disclaimer: Some of these are still WIP and some I will be doing some tweaks on still, so these are not final.[/I]<br />
<br />
Tom out!</div>

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			<dc:creator>Z-trooper</dc:creator>
			<guid isPermaLink="true">http://www.realitymod.com/forum/blogs/12117/b88-even-more-chinese-stuff.html</guid>
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			<title>M4 modifications for the IDF</title>
			<link>http://www.realitymod.com/forum/blogs/12117/b65-m4-modifications-idf.html</link>
			<pubDate>Tue, 04 Aug 2009 20:15:49 GMT</pubDate>
			<description>Ahoy, I bring news from the land of modelling and texturing. 
 
The IDF faction will primarily be using TAR-21, but some classes will use M4s....</description>
			<content:encoded><![CDATA[<div>Ahoy, I bring news from the land of modelling and texturing.<br />
<br />
The IDF faction will primarily be using TAR-21, but some classes will use M4s. Because of this, we felt that we needed some new stuff so PR's M4s could better represent what the IDF use and so I set out on the quest to satisfy this need 8)<br />
<br />
Here is what I ended up with:<br />
<br />
[img]http://tom3d.dk/ProjectReality/idfm4_04.jpg[/img]<br />
[img]http://tom3d.dk/ProjectReality/idfm4_02.jpg[/img]<br />
[img]http://tom3d.dk/ProjectReality/idfm4_03.jpg[/img]<br />
<br />
For those interested, these parts were made from high polygon models which I created so that the end result may be better resemble their real life counterparts.<br />
(seen here is approximatly 700.000 triangles)<br />
[img]http://tom3d.dk/ProjectReality/idfm4_08.jpg[/img]<br />
<br />
The models are build up of several layers of textures (or texture maps).<br />
From left to right you will see the base model without any textures, a model with AO and normal map (&quot;baked&quot; from their high polygon counterparts), AO + normal + specular map, and lastly the final with normal + specular + diffuse (and alpha) maps.<br />
 <br />
[img]http://tom3d.dk/ProjectReality/idfm4_05.jpg[/img]<br />
[img]http://tom3d.dk/ProjectReality/idfm4_06.jpg[/img]<br />
[img]http://tom3d.dk/ProjectReality/idfm4_07.jpg[/img]<br />
<br />
<br />
Boom, headshot! :confused:<br />
[img]http://tom3d.dk/ProjectReality/idfm4_09.jpg[/img]<br />
<br />
See ya on the forums and on the battlefield, Tom out!</div>

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			<dc:creator>Z-trooper</dc:creator>
			<guid isPermaLink="true">http://www.realitymod.com/forum/blogs/12117/b65-m4-modifications-idf.html</guid>
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			<title><![CDATA[Jammin']]></title>
			<link>http://www.realitymod.com/forum/blogs/12117/b47-jammin.html</link>
			<pubDate>Tue, 02 Jun 2009 06:58:37 GMT</pubDate>
			<description><![CDATA[Jammin' with animations 
 
I've been doing animations for a while now, but never really bothered to learn setting them up for BF2 or exporting them....]]></description>
			<content:encoded><![CDATA[<div>Jammin' with animations<br />
<br />
I've been doing animations for a while now, but never really bothered to learn setting them up for BF2 or exporting them. Had a nice little chat with the Chuc'ster about it and now I should be able to act as his lil' sidekick when/if he needs an extra set of hands.<br />
<br />
[youtube]nsQLdP7KUrM[/youtube]<br />
[I][COLOR=&quot;Gray&quot;]//awww youtube killed my Bob Marley music :([/COLOR][/I]<br />
<br />
[B]**Disclaimer**[/B]<br />
There is no jam feature - this animation was a test to feel out the art of weapon animations. Could be used as an idle animation I guess, but the point here is that it was a quick test, nothing more.<br />
<br />
I'll throw up some ingame fottage when I sort out my editor. (it is currently giving me hell, as it does from time to time...)<br />
<br />
I'm sure you will see a few of my animations in the future, but probably not before late 0.9 or beyond.<br />
<br />
See ya guys!</div>

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			<dc:creator>Z-trooper</dc:creator>
			<guid isPermaLink="true">http://www.realitymod.com/forum/blogs/12117/b47-jammin.html</guid>
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			<title>Re-introduction</title>
			<link>http://www.realitymod.com/forum/blogs/12117/b35-re-introduction.html</link>
			<pubDate>Mon, 13 Apr 2009 21:50:58 GMT</pubDate>
			<description><![CDATA[Hello dear readers.  
I would like to use this first entry to introduce myself to the Project Reality community. 
 
My name is Tom aka. "Z-trooper". ...]]></description>
			<content:encoded><![CDATA[<div>Hello dear readers. <br />
I would like to use this first entry to introduce myself to the Project Reality community.<br />
<br />
My name is Tom aka. &quot;Z-trooper&quot;. <br />
I am (in time of writing) 22 years old and I come from Denmark.<br />
<br />
This entry will be about my involvment in PR modding as well as modeling in general. The stories are intertwined.<br />
<br />
It will be a long and &quot;boring&quot; read. I will try to spice it up with a few pics that follows the timeline of the story.<br />
<br />
It all started out when my first year of university was comming to an end. Back there I studied electronic engineering, but I decided that it wasn't something I would like to do the rest of my life.<br />
My girlfriend at that time was studying a brand new education called &quot;Medialogy&quot; and I was jealous because it revolved around all the things I love playing with (graphics, programming, electronics, audio, image processing, ect. generally creating new stuff).<br />
Fortunatly I was allowed to switch and I am currently writing my bachelor project in medialogy.<br />
When I switched I was a year behind the rest of the students and I wanted to start learning some of the stuff I would encounter.<br />
At the same time I had become a regular PR player (around 0.5). <br />
I admired the work going on in the modding section and especially people like KP's work.<br />
<br />
I have always loved creating stuff, and saw modeling as the perfect thing for me to do.<br />
I started working on a few models. My first model was a bullet. <br />
[IMG]http://i192.photobucket.com/albums/z232/Z-trooper/Modelling/shinebullets.png[/IMG]<br />
[I]Above: My very first model[/I]<br />
<br />
the IDF had just gotten their sub forum and they were looking for people to help out. <br />
I though it would be a great idea to have challange and commitment to help me focus.<br />
ZZEZ, that crazy bastard ;), chose to give me the Negev LMG as my first task. Hardly any refs and a friggin' LMG for a complete noob modeler, lovely fool he was (:.<br />
[IMG]http://i192.photobucket.com/albums/z232/Z-trooper/negev_final_05.png[/IMG]<br />
[I]Above: The final untextured version of the first Negev model. This was my first model for PR[/I]<br />
I finished it up and was pretty satisfied with it (for my skill level back then).<br />
In many ways my first PR related model came to symbolize the kind of work I have done to date for PR - [B]&quot;The stuff noone else wants to do...&quot;[/B] (:<br />
<br />
[IMG]http://i192.photobucket.com/albums/z232/Z-trooper/Modelling/sr99_09.png[/IMG]<br />
[I]Above: Galil sniper, SR-99 rifle. IDF DMR. Now the plan has been changed to a long barreled Tavor instead. It might still be used on a few maps. Time will tell[/I]<br />
[IMG]http://i192.photobucket.com/albums/z232/Z-trooper/RPG29_final_04.png[/IMG]<br />
[I]Above: RPG-29, which I recently pulled back from the dead to texture[/I]<br />
[IMG]http://i192.photobucket.com/albums/z232/Z-trooper/Modelling/exportwoop.png[/IMG]<br />
[I]Above: My first export to the editor. A box exported a simple static object only with lod0[/I]<br />
[IMG]http://i192.photobucket.com/albums/z232/Z-trooper/Modelling/mp5a4_export.png[/IMG]<br />
[I]Above: One of my MP5 models exported. My first real working gun export. I have since exported several other weapons and I am now charged with exporting a lot of stuff for community factions, which I hate (:, oh Well, can't win all the time I guess[/I]<br />
[IMG]http://i192.photobucket.com/albums/z232/Z-trooper/Offworld/z1a3_wtf.png[/IMG]<br />
[I]Above: A concept weapon for &quot;Offworld&quot;. It just goes to show that I am no master of exporting, nor do I claim to be. I have fixed it of course, but it just goes to show that I am not the most proficient exporter around. I will screw up from time to time - which will make the task take longer time and demotivate me - keep that im mind if you ask me to export your junk : D[/I]<br />
<br />
Fast forward some time...<br />
I have done some community work for nearly all of the community factions (on some level).<br />
Modeling had become both my favorite hobby and obsession (: There is rarely a day where I do not have 3D Studio Max, Zbrush or Photoshop open.<br />
<br />
[R-DEV]Irontaxi asked me to help realize a smal &quot;dream&quot; of his. The initial agreement was to make 1 maybe 2 spaceship models for him to use, but ended up becomming a huge part of my experince with BF2 and modding, as I suddenly found myself in charge of designing a whole faction and various other things. <br />
The project &quot;Offworld: Fall of Mars&quot; lasted about 8 months where me, taxi, [R-CON]Spush and a few others from around here developed the small concept mod.<br />
Thanks Chris (:<br />
<br />
[IMG]http://i192.photobucket.com/albums/z232/Z-trooper/Offworld/screen217.png[/IMG]<br />
[I]Above: The &quot;Hawk&quot; fighter class for the Marine faction. One of the many many models I made in the short time we worked on Offworld[/I]<br />
<br />
Also around this time I was promoted to R-CON by Rhino for accepting a job &quot;that noone else wanted to do...&quot;. Modeling the Muttrah fort.<br />
Looking back at this job I am not very proud of the final product or the time frame I completed it in. RL was being a bitch at the time and me and my ex through 2 years were breaking up.<br />
Fortunatly I have plans for fixing up the fort to a level of quality that I am satisfied with.  <br />
<br />
Some time passed where the only job I had was the remake of the Negev LMG (PRs graphic standard had changed from &quot;for gods sake stay under 3-4K tris&quot; to &quot;what is necessary&quot; thank god, hehe...  <br />
<br />
Meanwhile my life was busy again with uni. The semester where we were to focus on CG and animation finally arrived (so gave PR rest).<br />
Being the first class of our education there was a need for an assistant teacher in our introduction to modeling course. Due to my experince (mainly Offworld and PR) I was hired to show my study mates how to model while I got money for it. Score!<br />
Meanwhile we had several other courses on computer generated imagery. A course in computer graphic programming was a real eye opener for me. I had always had an idea of how things work, but now I got all the theory behind it and because of that expanded understanding of CG models, textures, animation, lighting and rendering my modeling skills sky rocketed.  <br />
<br />
After laying low for 6-8 months in the PR modding community I recently came back, this time to stay.<br />
Got a bunch of new jobs, and one day a blue tag.<br />
<br />
This is my story so far, but it has only just begon, for now all the hard work starts.<br />
I hope to update my blog frequently and hopefully one day soon my first DEV journal.<br />
<br />
In closing here is a little teaser of the new Negev model. It is currently being textured by [R-CON]Millenia.<br />
[img]http://millenia.half-lifecreations.com/private/uploads/1238952732.jpg[/img]<br />
<br />
See ya around guys!</div>

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			<dc:creator>Z-trooper</dc:creator>
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