I have recently finished a game environment for Counterstrike for the past couple of years. This is a remake of the classic Dust II and makes heavy use of models to add detail and immersion. I have pushed all engine limits to the maximum, such as worldleaf, clipnode and allocblock count. My buddy Cianez contributed to this project by upscaling the image textures of several props around the level.
Another project I have been working on this year is a .50 AE handgun viewmodel of my own design. This has been created with creases instead of supporting edge loops and has a few problems.
I have baked the shader down into an oldstyle diffuse map and turned this into an animated skin for Counterstrike later.
I have created one game-ready model (LOD0) so far with 56k triangles on average.