The weapon is also a great highpoint of the model. The only outward problem I noticed with the model, is that sometimes the forehead pops through the helmet and the shoulders through the armor chest plate thingy. But I'm not positive this even happens during game-play. At a low 608 polygons, Paranoid marine is a fine example of a segmented model. The helmet, cigarette pack, headlamp and its' post are all also separate pieces.
Segmented models prove to be easier to animate and usually easy to construct.
Segmentation is also a great way to create fine detailing rather than trying to work with one single object and relying on skins alone for detail. This is due to the way the parts are connected to a model, and some of the faces are inside the main form or covered by other parts of the model. In Paranoid Marines case, this is a minimal problem and the lower facecount makes for a nice speedy model during game-play. I did, however, think the models legs look a bit small or not proportioned to the rest of the body, but the bent knees and detailed skin hides this well. The weapon model especially caught my eye, though I would have liked to see what he could have done in the custom Vwep department.