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The Daylight and Steve Jackson Games models were done with 3D Studio Max. This 3D software allows you to dwell on the model one triangular face at a time, and get each one exactly right.
Working on characters this low-poly is very Zen-like. Every polygon counts, and the challenge is making each silhouette as "readable" as possible. It forces you to go for a simple bold shape, which is the essence of good design. I think they have an austere beauty.
The Ogre models were not low poly! They were constructed to be 3D printed. Each panel edge was cut by hand into long inset polygons, and the surface of the model had to be one single continuous surface with nothing overlapping, and no holes. These restrictions proved to be a major headache! As exquisite as the printed versions were, the resolution of 3D printing at the time was not up to the task of making these look good. The layering was too obvious, and swamped the detail. I'd like to see high rez 3D printed versions now.
The Cashablanca heads are done at an extremely high poly count. Sculptris is a unique piece of 3D software that creates polygons on the fly as you model like it's clay. This prevents areas of high detail from "running out" of polygons.