About UV mapping i've already understood.. i made a mistake, because i thought you have in mind bump mapping..

Sorry!
And about lo poly - it's stupid to make low poly models, thinking about very old computers! I've already made a model of chainguy and a model of sargeant for doom2...
They boh are multy-part, and totally there are:
chainguy: vertices = 3691
polygons = 6809
shotguy: vertices = 3118
polygons = 5916
Cool,yes?
And here is configuration of my computer:
celeron processor at 400 mHz
192 mb ram
Nvidia Geforce2 mx 440 video card with 32 mb of memory..
Ancient, yes?
And it works fine even on maps, where there are lots of (more than 30) such characters in the player's view!
Yes, it doesn't loads 2 secondary model parts (it's multypart), because vavoom can't work with multipart models now, so it is over 2 times les polygons for each character... BUT IT IS STILL MUCH MORE THAN 30 ACCOLYTES, 725 POLYGON EACH!!!
Do yopu want to see this models?
Here they are:
http://alex-bomberman.narod.ru/models/4 ... ldiers.rar
And here are my models of items (armors) for doom:
http://alex-bomberman.narod.ru/models/4 ... _items.rar
Want something more?
Here
http://alex-bomberman.narod.ru/models/4 ... eapons.rar - they are right-hold weapons..
Midle hold are here:
http://alex-bomberman.narod.ru/models/4 ... eapons.rar
And finaly: NEW DOOMGUY, WITH ALL THE WEAPONS ANIMED FROM #rd PERSON! (Weapons use skins from RH-weapons..)
http://alex-bomberman.narod.ru/models/4 ... oomguy.rar
On this version of vavoom doomguy will not run at all, and zombies will be seen only partialy (upper part without weapon and legs)...
So try that on some MD2viewer