I volunteer for different projects (not often, since the groups are kind of crazy in terms of development), but the group I chose to work for wanted a save crystal in the game. I wanted it to bob up and down while turning, but I never got around to it. It's not all that hard - some basic calculations involving dividing the number of frames by the total degree of rotation and further adding it to the objects - but I left it sitting for a while. The team isn't in a rush, and they like it so far, but I just chose to leave it alone for now. The only problem I have it that it doesn't glow that way I want it to. It shines though, which I enjoy. Texturing this was slightly annoying, since I do NOT UV map (the measures I go to texturing higher poly objects is just ridiculous and tedious), but the benefits are well worth it.
These are a few models I did a while back. Since I've been using an older engine, I've been forced to use lower poly models (letting the textures do most of the work) but I think I do did well, given the limitations.
A pistol, Done in 2009
A Fountain, Done in 2008
And a more recent model - a tipped ottoman and pillows, Done in 2011.
I still have to abide by the rules of low poly models. Sad, but true.