Tips for Making "Clean" Models
1. Freeze Transforms-- parts of your model can "relocate" in a game if you don't freeze transforms.
Unfrozen transforms can also lead to messed up models.
2. Delete History-- for the same reasons as freezing transforms.
3.Weld Verts-- make sure all verts that occupy the same space are welded together. Model seams are avoided this way.
4. No T junctions (again, to avoid seams.)
5. Delete Unseen Polys. This includes the bottoms of objects (unless a character can turn the object over). This also includes polys that are aren't seen when geometry intersects each other.
6. Have Outward-facing Normals. Some game engines only draw one side of a poly, others will light the back side incorrectly-- so make sure yours are facing the right way.
7. No unnecessary polys/subdivisions. All polys in a model must help define it. The exception to this rule is to help a model light/shade correctly.
8.Well laid-out UVs. Models should have UVs that are evenly spaced-- a textures resolution should stay consistant throughout the model. This means that small parts of a model take up a small part of UV space, etc. If you throw a checkerboard texture on your model the squares should look pretty even all over the model.
9. Edges should be soft or hard to further define a model and help it light well.
10. The model should be at the origin, the pivot point centered and put at the very bottom of the model. This makes the model easy to place in a level.
Having the model centered at the origin also makes altering the model easier.