Looks really good! Anyway, i have some things to point out
Wouldnt you see the hood from inside? It seems to be deleted, or is it only for showcase? Is the roof final? could use some more work i think.
those circular things (velocity meters?) behind steering wheel are streched, in fact not circular.
Some parts could use more UV space, especialy those with text on them, it is really blurred now. Steering wheel could use more love, too (it has a bright spot just on top). You might want to delete some back faces on the steering wheel, too, some of them wont be visible to any player.
Some parts of the floor are grainy, especially the boxy thing gunner will stand on, im not sure if this is caused by too small UV space or the actual texture.
Driver and comander seats have also some texture problems, guess its WIP.
Also dont forget to make the floor dirty, especially in the back area.
![Image](http://i.imgur.com/usRjs.jpg)
There is a problem with the normal map (great normals on the rest of the model!)
![Image](http://i.imgur.com/Tp0Kt.jpg)
These areas can be deleted:
any outside walls
back of side mirrors
front of the bumper
front of the wind shield
dont know how glass works, if its two one sided polys, delete the outside ones, too.
Maybe a late idea but whatever, you might want to make the inside populated, make it look like its stuffed with equipment. Put machine gun ammo boxes around gunners stand, put an ammo bag here, backpack there, fire extinguisher below the roof, etc..
All of these things (safe for the extinguisher) are will be made on thier own, they have their own textures, UVs, etc.
Now the inside looks like its a prison vehicle, not like a base of operations for an infantry squad.
Maybe this is work for exporter, IDK
Can we see UV map?
![Image](http://i.imgur.com/gw0ZA.jpg)
This is a good example of UV waste. You have to render this whole polegon, of which only the yellow part is visible. This could be replaced by not more then 5 polygons, and would save a wast amount of UV space.
I think you can fix it, though. Simply make out what part of the polygon wont be seen at all, and UV strap another UV cluster on top of it. You will save some space. There will be some irrevelant texture displayd on the red part of the polygon, but that wont ever be seen.
Same goes for the area below seats, and below the gunners stand. These wouldnt save so much UV space when properly welded, but they can be used in the same way as described above.