I don't know if I can support AO, I don't need to be dealing with models that cause a system meltdown because something's too freaking detail heavy.
?
He means baking ambient occlusion into the diffuse map. It's an advanced modelling/lighting/texturing technique that provides realistic light/dark areas based on the shape of the surrounding geometry. The Aten in the MVPs uses a baked AO map to shade everything, and it works very very well at no cost to final performance.

Anyway, BrotherBryon that looks fantastic. I'd suggest uploading it to somewhere general and linking to it in this thread (rather than PMing it) so as many people as possible get it. That'll ensure it won't ever vanish and greatly increases the chance a UV mapper/texturer can pick it up and finish it.
