I think it's looking pretty cool. Maybe by adding some side platting like in your example and maybe some definition in zbrush would get you feeling better about it.
I don't like the death animation, but maybe it's because of the repeating gif. For example the slabs could be blown apart spinning, and then the main body would fall down like it is doing now.
Really solid and fantastic portfolio. Your texturing work is especially good! the site itself is a damn near perfect example of how a games art portfolio should look. nicely done! :)
I dunno, I think she was named prosecutor exactly because she's a pretty young woman. Pretty simple PR, but judging by for example some of the posts here, it definitely worked.
how do you deal with management going full retard? If that has ever happened to you. For example when important decisions are not made but the CEO gets involved in the tiniest design details:
stupidity has been around for centuries.. like this as an example.. stupidity turned into a "tradition" http://news.bbc.co.uk/1/hi/uk/10199238.stm chasing some cheese down a steep hill..
"Real" simulators do help teach the operator on how to say pilot a plane, fire a rifle or drive a tank for example. It's not until you actually do it that you learn to pilot the plane.
The final model for gameengine will be triangulated anyway. There is no problem with triangles in static 3d models for games, but you should choose wisely how your triangles will be arranged in animated models, for example - characters.
Your application needs to be able to export the normals. Zbrush for example can't (no matter what you do :( ) and Lightwave, you have to tell it to. Although it's called smoothing normals (or something like that).
No. Photoshop is a layer-based image editor. And you want to have a node-based (Nuke for example) workflow features :) Actually it would be the best CG event ever - node based photoshop ;) )