Modeling, UV mapping, and texturing. It took 20 days in total.
https://www.youtube.com/watch?v=yaX2VIHKTQ4
It's suitable for rendering, but not for a game; it has 250k triangles.
I hope to retopologize it in the future and reduce it to 4-5k triangles.
Cool. But why so many, 250k? Wouldn't it be easier to model a low-poly version right away, with properly configured smoothing groups? The models are made of simple geometric shapes; why model them with 250k triangles? It seems like you're doing double the work, in my opinion. Although, maybe I'm missing something.