"Watch the image sizes that your posting, there huge man! On a 1920 x 1200 resolution I still have to move around to see them, as in the image sizes post try to keep them to 640 x 480 (I think)."
Lol, agreed...these blasted monitors are huge...but for sure, I'll crop my images to focus on specific sections from now on ^_^
"Any who on to your model, like I said looks a good start, I dont know much about games modeling but the textures seem to be the thing that pretty much makes it or breakes it."
Amazingly enough, I've seen some demo-reels of past students; they've made some unbelievable models...about 1,200-1,500 faces, but textured excedingly well; they look like something you can find in UT games (2004 in particular)
"On a side not you can set up level of detail in maya, so that the further away the camera is the less detail is shown (great for large scenes!) dont know if it will be much use to you but its worth a look in the help files for how to set it up!"
In truth, no I did not know about that...I will most certainly have to keep that in mind!
I was keeping a MEL script on hand that came with the Alias hyper-real body DVD; the script takes your model and creates a low-rez version of it...like the "smooth" feature, but in reverse! Anyway, I was keeping it on hand so that if my model got too big, or I couldn't create a low-rez version of my model(s), I would have it around to help me out...but it looks like that is not the case, now!
"Do you have some concepts for the the main guy and the spider as in how your going to texture them?"
Texture-wise, I have only put minor thought into the mummy, such as decayed, aged bones and browning, withered wrappings...I was also planning to make his clothing rich, bright and beautiful, initially, with vibrant blues, striking golds and deep crimson reds...
...then I would blast it all with a heaping helping of Photoshop's burn tool to give it that few-hundred-years-decayed look...:p
As for the spider, eh...nothing initially came to mind, but I suppose I can create many ideas, as that model will be used for my texture switch assignment. I could do a black-widow approach, with the model mostly black, with a striking red symbol on its back...or some earthen colors; I especially loved the one at this link:
Anyway...I'm sure you've also noticed that I mentioned I had to make 3 models for the class, but here I've only posted two...I'm still deciding on the third. I am leaning towards a sea-serpent witch sort of character...perhaps similar to the Naga in Warcraft 3. But that's for later...
Anyway, thanks for the prompt feedback ^_^