Feedback for your model: wings are not that aerodynamic. I know they're suppose to be landing pads, but imo it's a good idea to implement landingpadwings on a bigger, higher level commander
ALSO:the spring engine can handle lots of polygons. A classic example is Spherebot, a unit CA players make dozens of regularly. Spherebot has nearly 1500 polygons, and doesn't lag the game in the least, even if 30 are made. What the spring engine slows down with is usually effects and explosions. So feel free to use large numbers of polygons. For a unit the player is going to build only 1 of, it's fine to use even up to 5000 polies! What you want to avoid, though, is polygon waste. Use as few polygons as you can, but do not sacrifice quality for low polies!
otherwise, good first model!
As for my models, you can find the first one (along with Argh's reskin)
HERE and the second one
HERE
these and all my future models will be in the Art and Modeling forum
PS: you may want to add more design documents, that clarify the concepts of the game. My particular questions: are there *any* fixed structures? Will land move? If so, how? Do you plan on implementing "deployable" structures (ie: moves, stops, plants istelf into air and becomes immobile)?
also, a cool idea would be if morphs don't change how your commander looks, but instead adds stuff around the edges. (IE: with your current model, the morph wouldn't change what you have already made, but add giant wings and rocket launchers to the sides) so that after a few morphs, the commandr looks nothing like the starting commander, but if you looked closely, you could see the starting commander's pieces near the center.