Before you start texturing there are several things that need work I think. First, the model still needs more detail. It looks too smooth and perfect right now. Take a look at
this rhino picture. Take special note of some of the larger details that you can put into the model. You might think about putting in that fold of skin above the front legs and giving some definition to the legs. Look at the profile of the belly as it leads into the underside of the neck and into the head. Look at the lumps in the back. These are all things that can be put into the model. If you really need to you might think about sacrificing 50 or so polys to give the model that extra kick of detail. Take a look at pictures of other animals as well (elephants, komodo dragons, etc.) for more ideas on things that can be put in. Also, take another look at the artist\'s conception to see how you can match it even better.
Then we come to the unwrap. Several problems here. First, the texture is 872x872. You need to do powers of 2 here (512x512, 1024x1024, 512x1024, 256x256, etc.). Second, there is tons of
wasted space. Make use of the _entire_ texture sheet (rotate all those pieces and uniformly scale everything so that it takes up as much space of that blue box as possible). Third, get texporter. There\'s a link in the contributing sticky. Cuneytozadas or something like that. Lastly, looking at that unwrap I have a hard time believing that it isn\'t incredibly distorted. Maybe you already did this and I just can\'t read your unwrap right, but try applying a checker pattern to the model (if you need one you can use mine
here). Anywhere that the squares look like diamonds or trapezoids need some tweaking. I think there is a decent tutorial in the contributing sticky about unwrapping in max. If there isn\'t I\'ll add it now.
Overall it looks pretty decent. With a few tweaks here and there I think it will look really good.
:emerald: