Hmmm you have to remember he is just a beginner and young. Best not to over do your critique and besides Boonets remark most of it hasnt been all that constructive... easiest way of stoping some one from becoming better is by tell them they suck in a really sucky way, and I feel you guys might be putting some one down that might one day become a great modeler.
He just needs to practise, experiment and get to learn the process and the tools. Hell when I started it was textured primitives, lathe and Lofts, very basic stuff. Heck i rember smilling with satisfaction of the first teapot I ever made (made being a very encompasing word seeing as its a premade primitive) ^^
Putting some one down is not constructive critissum, point out where hes going wrong and encouraging improvment is. And I think most of you are putting him down.
If you have a problem with antialias in a rendered picture you can set the alias to the blackman standard (which is antialiased but very crisp) or you can turn aliasing off or adjust its value in the render settings. Texture mapping in low poly game models and such (even with your high poly models) is far differant process that slapping a planar or Cylinrical UVW modifier on an object. however useing those modifiers can speed up the process some what.
Basicly it involves breaking your model up into as many as flat(planar) mapable surfaces as you can and getting them onto a single plane then pieceing them back together so there are as few seams and breaks on the model as possable (keeping all seams in out of the way places not normaly visable unless you realy realy look (like under the inside of the arms, crotch, souls of the feet or placeing them on naturaly symetrical parts of teh bodies visable surface like the strenum and down teh middle of the face, back etc) although most dont map skin and bone faces as halves sicne the face is not truly symetrical and can look odd if done that way, inorganic masks or helmits can be modeled as a half however, then tweaking it in UVWunwrap with a stand in texture which usualy is a checkboard pattern to remove and distortion there might be on the skin as best as you can (which in of its self almost imposssable with organic or rounded subjects, but if teh distortion is kept to out of the way and none eye focusing places its no biggy, under the chin, crotch, feet, under arms and such).
Ill model a quick sword and post a pic of it up in an hour... brb.