images are pretty dark and don't show well. also be nice to see a wire. good to see how tri's are distributed. 1250 somehow sounds like alot to me. esp now that i'm trying to do normal mapping for objects.
Here are some wireframes: (the poly count is in triangles)
I could lower the polygon count by eliminating the center seam, but I do not know how. Is there a way to do this without losing my uv coordinates? Is there anything else that I can improve on?
agree with the above comments. i have no doubt you could drop it to less than 800 and probably more like 500.
for Maya there's a plug-in called "progmesh" that is supposed to reduce polycount using painted-weighting methods (allowing a modelmaker to preserve detail where needed) and preserving the UV map in the process. i'm guessing you're using Max, and i have to believe that there are utilities available to allow you to remove the center seam and preserve the map; probably just like "progmesh". or maybe it's already built-in (Maya has "move", "sew" and "move and sew" features in the Texture Map window which would probably work in this case).
you might also want to look around for tools/instructions on how NOT to create those seams in the first place. save you loads of trouble. i used to offset the half-model, mirror it and then manually join the two halfs when the old "mirror" tool didn't work properly. now there's a "Mirror/Blend" plug-in for Maya...i think.
lastly, and i've recommended this before on this forum, for excellent feedback on modeling i highly recommend CGChat. this place has its unique feedback advantages; CGChat has its advantages as well (which an increasing number of Polycounters seem to be discovering). there are many "employed" modelmakers who are regulars and also some very hard-core amateurs. i'd highly recommend your taking advantage of both forums.