Patrice,
This model looks gorgeous! Even if I would want or venture to troll you a little, I would not be able to find anything to cling to.

it is still a "light" model with only 1 936 662 indices
Now imagine that, once
any of your high-poly models is complete, you can generate its ambient occlusion (i.e. self shadowing) and normal map textures, bake the ambient occlusion texture into the diffusion map as sort of a static light map, decimate the model for at least three times smaller polygon count, apply the aforesaid textures to it, and enjoy a medium- or low-poly replica that's very easy for ObjReader to render and that's still practically indistinguishable from its high-poly prototype. That's how they make 3D games, and that's how the entire Pandora world was created and filmed in the Avatar movie.

The biggest challenge, was to create the good UV (and texture) for correct alignment of the carbon fiber, once mapped on this complex body shape.
Now that you are highly proficient in handling model geometry, it is high time to recollect that you're not only a locksmith/turner/operator of an NC drilling/milling machine, but also a designer and artist whose primary objective is to handle texturing tools as easily as you're handling cutters and bores. Just do it, and you'll soon see your models displayed in the Louvre.

I think I will be able to come up with the texture load fixes and texture matrix manipulation scheme some time this week.