Well, "shouldn't have modeled" is a bit strong. I was talking more specifically about edges that could be removed. For example, you could remove the edges in red and add the ones in green to keep it all quads/tris. About modeling the circular piece, it all depends on how close it'll be see in game and at what angle. If…
Well yeah, AO is important and should definitely be present but for lighting try to leave out everything you'd expect to happen dynamically. See for example the textures from Ben Regimbal (one of my personal idols) and notice that while there is color variation on the skin there's no direct lighting baked on it.
Don't want to go off on a tangent too much, but it's likely that Max handles 1 vert in 2 smoothing groups or 2 texture islands as 1 vert and Unity counts it as several verts. Anyway - another example of why (I think) it's more important to show wires than give exact numbers.
You should smooth your nomals, dude. No one likes faceted boobies! I think the biggest thing you need to focus/practice more is your uv mapping and texturing. It's really hard to tell what kind of material everything is. For example the chest kinda looks like concrete and the legs look like rusted metal. This could…
Head texture still looks awfully photosourced. Really, I'll say it again, look for how the great artists do it (off the top of my head Ben Regimbal or Pior Oberson), they have great texture example on their websites. It looks too bright, like the photo was shot with a flash point blank next to the person's face. Also, you…
Good effort so far man, i like the guys suit and your mckellen is not a bad likeness. :thumbup: IMO Your spec maps and diffuse maps seem too similar so i think you should develop them in tandem. The diffuse needs to be flatter, darker? The scratches seem to be in the indented areas? how so? The edges get batterings…