@The Amethyst Dragon - Great work, Amethyst Dragon! I'm surprised to have two quibbles which may or may not be valid concerns, or even quibbles:
First, on the middle screenshot I think you might be in danger of overshooting the sweet spot (detail-wise) for generic weapon replacements. Purely an aesthetic thing, though, and only the gold cross-guard seems like it might be a little much. I think you struck the perfect balance on the dart, whip, sickle, kama & longbow: Still generic but much more realistic looking & without as much individual character. Again, purely an aesthetic difference. I'm not even sure what I'd suggest as an alternative. It
does look fabulous.
Second, (and kind of related?) I was noticing the geometry on those two same longswords (the golden winged crossguard on one and the loops on the other) and especially the crossbows looked
really detailed, geometry-wise. I generally don't like talk that something has "too many triangles" (because it's usually a misnomer, anyway) but on non-static geometry, lots of tris
can eat resources with shadowing (which also, of course, affects static) and aura effects, either VFX applied to the player or from mouseover.
I don't know how much custom texturing you're doing on these.
It could be that I'm just being fooled by the textures, thinking they're geometry. It's not so much the impact of one of these but I wonder what that situation looks like when multiplied by 10x or 20x or however many wind up on a screen at a time.
Anyway...There is no "otherwise", these are
definitely fantastic models. Just throwing my two bits in from the peanut gallery.
@Zwerkules - Aside from what Rolo mentioned, there's
this (by Kino) and
this (by Xaltar), off the top of my head.
Thallion may have also done some legwork, too, but i haven't checked those to see.