Awesome nami, You could reduce tris here if you wanted, also maybe make It a floating object? I echo awaiting the texturing. :) seems you have to click the attachment...
Mauricio, you might be better off posting this in your own thread or the "what are you working on" thread, as yet again you are putting models in here that are well over 500 tris
Hey! really cool character there Merskum. Great texture work there. YOu probably already knew this, but I think you could make a more efficient helmet if you created it based on a geosphere. It looks like you started with a sphere or just box modeled it. Great work though!
There's a first time for everything. In your case, you are probably going to want to convert your model into triangles sooner as opposed to later. Unless you are planning on doing a normal map later, there is no reason to keep your model as quads for very long. They are fine for fleshing out shapes. But as soon as the…
t looks like you mirrored the texture for both sides of that beetle. If you would have overlaid the uv's you would have more space to add detail to it (and to other parts). If you meant to keep it like this it wouldve been cooler if both sides of the beetle had some variation
*Ravey* in response to when you did want to take out tris... you could possibly take some out the hands, depending on how you want them to move, and also the mouth.
Under the materials tab (considering you are using 2.6x), there is a section that says "Specular". Just reduce the intensity to whatever you want :) You can also change hardness to adjust the look and feel.