I'll upload the version I have tonight - it's nice, there's a penultimate free version that isn't that great, the version I have now is definately still free, but it has better UV tools, and the UV area is square, in the last version it was screen orientated, not ideal for square textures as you loose WYSIWYG.
Bear in mind that game modelling or low poly modelling is very different to most other modelling techniques, and not every package is ideal for low poly. Like it can often be a chore to get your media ready for DBPro, I'm actually writing my own modeller because of my model-prep rigmarole. You'll often find that you need 3 or 4 different programs just to get a model into DBPro. For instance, this is my rigmarole:
1. Make mesh in Rhino3D, a very expensive but lovely modeller.
2. Make a dummy texture in PSP and assign it to my mesh.
3. Export from Rhino to a 3DS file.
4. Load into Lithunwrap for texturing, then when done export the model as 3DS again and save the UV preview bitmap.
5. Load the mesh into 3DS Max for tidying, welding, normal adjustments, and export as 3DS again.
6. Load up Deep Exploration and find the 3DS file, use this as reference when painting your textures.
7. Load the texture back into PSP and add the UV preview bitmap as a lighten layer, for use as a guide - saving the texture without the guide when done.
8. If it's animated, import the model into CharacterFX, rig, animate, then export.
8. Otherwise convert to .X using DBConv.
Probably more money's worth than I should really calculate (might give myself an anurism), but you can see the messing around that's often required. If I knew 3DS Max to any decent degree I could probably cut out a lot of the hassle, but I can't sell my soul to learn that.
Van-B
Put away, those fiery biscuits!