As BW says, i didn't make the fenris.

Besides, the fenris' detail was in the indentations, and the indentation textures demanded that there be a number of circles - thus cylinders in the model.
32 little ones in the indents alone. The fenris is one of those rare models that needed a high poly count if it was to follow the texture. No two ways about it.

Incidentally, if anyone has slowdowns using it, half the res of the texture, and make sure that you are using the version that has the single merged texture map.
Anyway, is that the triangulated count of 4072? HTL FS triangulates the models anyway, so it saves load times if you do it yourself.
Also, i think you'll find it will be very difficult to texture decently - as you saw in the first two pics - the texturing hid all detail in the model. You're also going to need the pretty horrible hecate textures to match the geometric detail.
Ie, you don't want prominent plating being sliced in half etc. I would recoomend that you use a combination of tiling and UV mapping in it. That is, one 1024x1024 or bigger texture map and a couple of the tiled textures still at 256x256.
You should also make sure that the texturing is symmetrical, not only to look much better, but to allow more efficient UV map and even tiling work.
Those triangles also don't quite fit with the rest of the detail - might want to consider some raised plating or other details there.
Other than that, it looks fairly good.
