Hi @Gustavo_Elliott Thanks dude for liking it. THis is not a game-ready mesh.Itz just a highpoly and i am planning to print it. And the textured version you are talking is just color applied in Zbrush.
Super useful for highPoly inorganics and it's being used a lot for game models - same way Crazybump is being used for other stuff to enhance details or simulate detail that isn't really there.
So I got a video recorded to show a run through of the track and how all the traps are working. Next step is to start work on the highpoly car. http://vimeo.com/5247205
Your model lacks optimization, you have a lot of edgeloops/vertices that don't do anything. I would recommend looking into highpoly modeling, sub-divisional modeling etc.
"but I hope this response cleared up some misconceptions" I don't think think it was any misconceptions, it's still to highpoly, I just see a lot of excuses in you post.
do you want your low poly mesh to have geometric depth? If its not needed and a plane is good enough then you can just render a front view of the highpoly
CZ Scorpion? Little overscratshed, but the model looks good. If you have a time, create highpoly and bake AO and normal map (the normal/ao generators no create good reason).
Okey, I've rendered out most of my highpolys now. What do you think? Is all the pictures like this to much? Should i divide it into own pages instead? :'(