very good ineed. And don't worry about 'qaulity' so long as you're happy with it, that's what counts. Also, time dude..lots of time. i've been doin this stuff a LONG time. 6-7 years, 3 of it in LightWave. You're well on your way man, very much so. Oh! also, your animation was cool too! 

Maj.Striker said:Update: Here's what I assembled in about 45 minutes. Its about 2700 polys altogether so it's actually capable of being utilized in an actual game.
Bob McDob said:Tha't some really nice work ... you've managed to preserve both the Centurion's form and your own distinctive style.
Tell me, how did you do the extrudes? Day said something about "refining the mesh with booleans", but I'm not entirey sure what that means.
) I want to go back and review Day's phenomenal Hornet and see if I can glean any tips on the actual fighter body as he had some awesome detail on his...but again I'm not sure what boolean operations he does. 

VS can do 3d cockpits of course. What needs work is attaching instruments to those 3d surfaces, but that can be done. There just haven't been any cockpits worth doing that for yet.scheherazade said:there should be an extrude modifier available for poly editing. just grab a face and pull it out.
refining by boolean means taking 2 objects and 'bool-ing' them.
you can volume merge, add, subtract, exclude, etc.
you can also ignore volumes and just use 'refine'. this basically means take object A, and object B, and everywhere object B intersects object A, cut it there (i.e. split the faces with a new line). afterwards you can then select the faces you wish (like the newly refined-in faces on object A... which would be inside the area once occupied by object B) and extrude them.
-scheherazade