Hello. This is the first piece of my work that I've posted. I'm still somewhat a beginner, but I'm pretty proud of how this turned out. Any constructive criticism is welcome. This was based on a tutorial in "Game Environments and Props" by Micheal McKinley.
[ame="
http://www.youtube.com/watch?v=iSXpHQBO8v4&feature=share"]Industrial Fan 3D Model Turntable Animation - YouTube[/ame]
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Even for portfolio pieces, try to imagine how it will appear in a game, and how important it is. Set your camera up as close to the object as you can imagine it in-game. Look for curved surfaces that appear blocky indicating a mesh that is too sparse. Also look for wireframes that appear solid or nearly so - these areas are too dense. Unless you can see a surface in profile, its curvature can probably exist only in the normal map.
This also applies to textures - try rendering the scene in the largest expected resolution with differently sized textures, and use the smallest one with an acceptable quality. Also, while some game engines require square textures with specific dimensions (powers of 2 are most common), others allow more flexibility. Unreal, for instance, allows different heights and widths as long as each is a power of 2. Different textures can often have different sizes; if, for example, most of your detail is in your specular and normal maps, you might be able to reduce the size of the diffuse map without sacrificing quality.
A logical next step would add weathering to the model. Consider how rust would begin in the seams and the screws, and how water flowing from above would cause both rust and grime to streak. Look into how dust would accumulate on the upper surfaces of the blades and concentrate along the leading edge. You can add smudges and scratches to the specular map, or dents and dings to the normal map.
(Not my fan, btw. :P)
You might also consider the turntable itself. If you look at models from other artists, you'll see that the bases often contribute to the model. They might reinforce the style of the piece, representing something significant to the model, or they might be a simple piece of appropriate terrain. At the other extreme, they might make the model the set piece of a tiny diorama. For your model, a simple textured surface would probably make the most sense - a bit of desktop for a small fan, or a concrete slab for an industrial-sized turbine.
The presentation is good... just kill the music and shorting it up a lot.