I always like to see good modeling, and with that good UV layouts, however I do question your choice to break the model down into -24- 2048x2048 maps. That's a lot of data, especially for a video game. Do you plan on reducing the texture size for production? Also on that critical note, I would also like to see better use of your texture mapping. You have taken the time to layout everything but didn't add anything truly unique such as decals, unique rust spots, bullet holes, names, mud, damage, or improvised armor. Soldiers do tend to personalize things and your UV layout gives excellent opportunity to come up with some creative designs.
I look forward to seeing more from you in the future. ^^
thanks avotas, for your comments, about the unique detail i Should to say, maybe i added At other times, anyway it's our main vehicle at last it's my first experience at gaming, and hope to learn it....
_________________________________________________ Benyamin Reazian My society http://benixel.blogspot.com/
NP. Welcome to the Game Development Community. You may want to pickup a book on Game Environments and Props, or a book written for Environmental Artists. I don't have any recommendations, I use a Maya workflow here, but a good book will go over concepts like MipMapping, Tileable Textures, Muilt-UV Channels, Level of Detail, Collision Meshes, and Modular Construction. These concepts will greatly enhance the quality of the game, by reducing rendering costs, enhancing frame rates, while allowing you to unlock your maximum artistic quality.