I think I need to make myself more clear, as I've seem to magage to offend TT...
1) I have no doubt what so ever in TT's talent as a modeler. Especially with "dead" things like structures, objects and his awesome Star Wars work, etc... As we all know and have seen in screens, he has delivered some awesome materials for Rhûn and Rohan - all made from scratch and so far unique to SEE.
2) For the Rhûn and Rohan stuff, it was easier to explain, or "articulate" if you will, as to what I envisioned for them, and in both cases TT made it more than 100% accurate. In this case, it is extremely hard to explain in detail how I'd like the fortress to look. Not cause TT couldnt do it, but mostly cause I can't sit, via MSN, on the other side of the globe, and make TT fully grasp what I'm after. It's not a lack in his ability - it's a limitation in my possibility of communicating the concept ;p
3) There's also the problem of number of polygons in a structure, to avoid too much risc of lagg, and TT's been told he should keep it under a ranther low number. THIS is what makes the modeling of this concept somewhat "hard". Again - not cause he can't do it, but it should be somewhat tedious to produce something so detailed, when you have to keep it within certain amount of polys. With details I mean all the little elements that the Rhun and Rohan fortresses dont have, like logs in different angles, hanging tent cloth, torches, spikes, tusks, etc... The other ones are more symmetrical. This concept is more of a "mess" and that's what I'd like to keep in the final product.
4) To ad to the work load, and to once more relate to the Rhun and Rohan fortresses - all models from BFME2 lose their textures when imported into a 3D modeling client. That's partially why TT made both models from scratch instead of using meshes from the existing BFME2 assets. Then he used the textures and imported and mapped them onto his scratch made models. To do the same for Harad would be rather complicated - not technically perhaps - but in terms of being accurate to the envisioned concept I have
Which brings me to the final point...
5) The scratch made Harad fortress displayed by TT on YouTube is awesome indeed! It looks really cool and I admire the piece of art it is, but unfortionately it is a little bit too far from what I envisoned for them. So to avoid having TT spend hours upon hours trying to replicate something that is not articulated well enough from me, I made that simple mish mash (aka kit bash) of a few EA models, into something that with a little reskinning, should look pretty close to what I always envisioned for Harad... always as in ever since I played BFME2 for the first time, 2006. Somewhat hard to let go of such old visualizations
But I agree this model is cool though, and it could be used, in another form, as a structure of other sort. Perhaps even a new Mumakil tent...
And again, I'm sorry TT if I offended you, but I'd like to think that you misunderstood