Thanks for all the kind words and advice guys, you've earned yourselves some nOOdz. I'm definitely going to keep working on my portfolio, as my main goal is still to land a job at a major game studio someday. I think working here will really improve my workflow and speed, since I'm required to produce a lot of assets in a relatively short amount of time.
danshewan - Since I'm still in school, and I got the interview on such short notice, I didn't really have a proper portfolio to show them. I pretty much just grabbed any images of my work I could find and dropped them on a disk to bring to the interview. Since my main focus of the job is modeling and creating a lot of textures, I tried to show off my skills in those areas.
I can't speak for all serious software companies, but at least for here, pretty much all the assets are very low poly and rely heavily on photo-sourced textures. They were really just looking for somebody who knew 3ds Max and Photoshop very well, and could created accurate representations of real world locations and objects. As an experienced polycounter, I'm sure you would have no trouble landing a position as an artist at a software company should you get the chance.