Alright I'll give a few pointers, so he doesn't make the same mistakes.
First off this is depending on the size of the station the wc2 starbase which is about 3km wide and about 1.5km tall with hi-rez texturing (2048*2048). If he uses lower res texturing then most of these issues aren't pertinent to him.
Make sure that anything that can be mirrored/symmertic uses symmetry. For example the 4 fangs on the underside, the 2 things that look like great big doors and the 4 hatches on those doors. Less obvious is the raised area that those two doors cover. Here's a pic:
Now for the more difficult ones, these will require a bit more work to setup correctly:
The easieset way I've found to do these is using the line tool. Start by drawing the line outlining the design. Then using Lathe to create the full shape, make sure to put the lathe's center at (0,0,0). The lathe tool also gives you several options, mainly how many divisions there should be and how many angle degrees you want to it to turn. Set the degrees to a nice useable number that's divisible by 180. Once you've got that all setup, then make instance copies of that lathed line at the appropriate degree angle (i.e. if you set lathe to 30deg, then rotate each of the clones 30deg). When your done you should have the needed shape with no overlap. If there is some overlap, then a.) one or more of the clones wasn't rotated enough, b.) angle wasn't div by 180. Now all you have to do is uvmap and texture just ONE of the pieces instead of all of them. There's is one big catch to this trick, none of those piece can ever be connected on the vertex level, otherwise it'll mess up normal maps, and this will kinda mess up smoothing, but there's a little trick to get around that. Simply put in borders where the pieces meet.
Notice the blue raised trim on the top and the silver trim on the bottom. They hide the seam. In fact the yellowish area, there is a total of 16 rectangles (each segment has 16 rectangles) used for the ENTIRE thing, they just repeat over and over as it goes around the model.
Sorry about the long and possibly confusing message.