Go outside.
Be social.
Read a book.
Intentionally troll a Forum you're never going back to
Go look at DeviantArt.com for a few hours.
Do a Google image search for something you'd normally not bother looking for pictures of, like "Model T" or "Microwave Oven" or "Bottle". Something that will give you a chance to look at lots of images, and links to move you towards new things.
Do a Google search for images from something you thought was really cool when you were 11 years old, like some super-nifty robot show, rocket-powered cars, monster trucks, a comicbook hero you really liked, a movie you really liked, etc. Sit down and find a good site about (whatever it is) and learn all sorts of things about it and how it came about, that are a lot more interesting now that you're older.
Draw something, paint something, sculpt something- do art, but a different medium. Do it sloppily and quickly- make ideas the main focus.
Basically, slumps are normal. Everybody has them. As my list indicates, I've developed all sorts of coping mechanisms. Sometimes I go a week without modeling anything at all. Sometimes, I model 10 good things in a week. Most of the time, I try to get one thing done, from start to finish, in a week, if not better- last week, I managed three (I think it involved not sleeping enough, though- bad policy).
The main thing is that you've recognized you're in a slump- you've visibly improved overall, quite a bit since you first started posting stuff around here, but you've plateaued (
holy cow, that is how it's spelled), and to get your art to the next level, you're going to have to invest:
A. A lot more time in raw modeling. You're at that funny point, where you can make stuff that is OK, but not leet yet. Getting to leet is often hard, unless you're just wildly talented and get it without thinking about it. I had to work at it a lot, and study theory before I started making stuff that didn't completely blow...
B. A medium amount of time learning the finer methods of skinning. You're still basically doing texture fills- you need to learn the next steps, which mainly involve understanding how resolution and unwrapping can be used creatively, plus how to apply 2D painting concepts to 3D shapes- basically, art theory. People think that what I do is "so hard", but it's not- any Photoshop monkey could do it, if they just got their brains wrapped around how what they're painting relates to the uvmap.
C. I think you should start making concept drawings. Your stuff mainly looks like you just sit down and model, which is ok if you're already very fluent, but I think it's bad practice if you're learning, and I wish I'd made myself do it more often when I was learning- I do them all the time now.
You don't have to share them with us, or whatever, just make some.
What I do is say to myself, "I want to make a _____" then I sit down and bang out the quickest concept drawings I can- no fancy 3/4 views, I usually don't even do 3-views unless I really like whatever popped out. Drawings are soooo much faster than modeling- you can literally do 10 in an hour, if you don't worry about whether or not it's "good art" and just concentrate on visual concepts and ideas. Moreover, trying crazy stuff in drawings can help you take the crazy stuff and tone it down for final art.
One final trick I use, when I'm doing concept drawings, is I literally draw with straight lines, on all large details, to create the polygonal shapes, instead of cheating and using all sorts of fancy curvature that I know I won't even think about modeling. That helps a lot, when you sit down with a cool sketch and try to make it actually work.