We don't know you that well yet, cloudbuster.
But we wuvs you. Very Happy
I feel the love.
I must admit, that it quite impressive. However, the meshes on the right seem to be lower in polygon count than the ones on the left. It could just be me or the lighting though. A recommendation I have is to add subsurface modifiers to the objects on the table, the wooden peg, and the untextured screw bolt. ^_^ Just one render level above what it's at should be good.
You are absolutely correct. The very small props are all low-poly, by intention. I originally started this project with the goal of making it into a map for Team Fortress 2, the engine for which is kinda limited in how many polys it can render. It's forced me to be cautious and keep the polycount of the very small props to a bare minimum necessary.
I may or may not actually make the TF2 map in the end, though. For now I'm just making it all for fun. For future renders I post on here, I'll definitely take your advice on that subsurf modifier. I just added it to the fruits after typing this, and they look much nicer now.
@cloudbuster: I was hoping you'd be interested in a realistic Leene's Square so you can help me finish mine, but what the hell! Very Happy I think I like the cartoonish low-poly look.
Done in Maya?
Nope, Blender 2.58. =) The Decimate modifier in Blender makes it easy to lower the polycount of models, for the purpose of game development and modding. It's very handy!