This has been on my mind for a while now but I didn't really felt like hijacking one of your model threads.
Very few of the many models I've seen from you look like they are at all ready for uvmapping or ingame use. I'm not sure why nobody else seems to mention this, but your models all suffer from the same thing: super high poly small localized area's and then 90% of the model having not any kind of detailing at all (also, bad smoothing). The result is that most of your models don't actually end up looking very good, because all the polygons go into detailing you won't end up looking at ingame.
Take your Deneb for example
A massive 40k faces/59k vertices and it's all into tiny little ribble details inside the thrusters.
The area that is covered by a thruster glow.
But look at the rest of the ship... there is barely anything to it.
If you are designing models for games or freespace (which I assume you are here), you have to be responsible with polygons and add them where they
matter. The overal shape and form of the ship is infinitely more important than 10000 polygons inside a button turret.
My challenge to you would be: design and make a capitalship with turrets and everything, and
finish it with a 40-50k polygon budget. And then, uv unwrap the thing.
You are only going to be learning bad modelling habits by moving from one unfinished model to the next. Going through the tedious process of UVW at least once is important too, it'll teach you what a pain in the ass it is to do it with tiny high polygon sections.
The people that want to see these models ingame are waiting for
you to do it. If we had a whole bunch of modellers with spare time around (we don't.) they'd most likely be making their own ships, not finish yours for you.
And secondly, why do you always manually sign your posts with "All the best, Jadehawk"
I mean, we can read your name to the left of your post. We know its your post. And forums have signatures for a reason. You could just... put it in there.
All the best,
Spoon