Don't read the following unless you were really serious about getting critique.
Basically, this is not an awful piece... for an amateur. If you're serious about this, and are hoping to do something with 3D modeling someday... you have a very, very long way to go. Here are specific critiques. Please keep in mind... this is not personal, and I'm only sorry that I can't be nicer...
1. The piece is too dark, dingy and generally poorly thought-out in terms of the final render. Either this needs a lot more (and much more realistic) light sources on it, or a distant source lighting it up. It was so dark that I couldn't even see most of it on the monitors at work.
2. It's low-detail for the polycount. With that many triangles, I could make something with a lot more details. You're wasting faces all over the place with inefficient techniques. It took a second look, but then I realised you modeled the WORDS. Sigh... there are about 3-5 THOUSAND tris in those words alone. Massive waste for something you can hardly see most of the time.
3. This needs bump or normal-mapping really bad. That would help make it feel more detailed without upping the polycount further.
4. Overall, it's poorly textured. If you're going for pro-level stuff for CG movies... they use lots and lots and lots of textures and uvmap the whole thing properly, on many seperate maps, for more maximum detail, minimal stretching and minimum suck.
5. The lights feel incredibly un-natural. Space DOES NOT HAVE AIR TO DIFFUSE LIGHT! Do not use point bulbs that look like Rudolf the !*@*! Reindeer. And you have windows that clearly do not actually serve as windows, because they're one solid color.
6. Lastly... from an aesthetic standpoint... meh... it doesn't seem to know what it is. Is it a city? A spaceship? A spaceport? Ok, it has some engines on the end... but look at other angles, and the picture's not so clear. The WWII-style cannons, which show up so often on anime ships, look crude and don't contribute.
Overall... this is an amateur piece. If you're serious, I'd keep it and start over again- but this time, model each section seperately, join them together slowly, uvmap everything as you go, and have a much clearer plan. Things that really bugged me were the lack of lights within the landing decks, the lack of windows, and the constant use of the same texture, tiled all over the place.
At any rate... don't cry. I've done far, far worse work, trust me. But this looks a lot like stuff I did about 8 years ago with Infini-D 4.0, when it took most of the day to do the raytrace
