One issue here: Although your polycount is impressive, it does not look like 100k poly model. Mostly due to the coloring of all the greebles. Try to make them darker than main sections maybe? Or use both lighter and darker shades? It will highlight all the greebles.
thanks for the suggestion, you are absoultely right, i saw this problem too. i tried to play with colors on some areas, but the "internal" sections (under the front hull) remained so. the problem is, that i ran out of texture space, one 4096x4096x32 takes up 64M of texture RAM (uncompressed), which i do not know if it is too much or OK nowadays. my vga has "only" 512M so, 64M is about 12% of it...
(i know the nv8600GT is not the "best" anymore
as i promised to Wookieejedi, i show the texture layout of this model:
and this is how it looks on the model in 3D:http:/www.lionsgi.com/blender/munificent_texlayout.png
as you can see i use the light green area (at the right bottom) of about 2600x800 pixels as a general greebles texture that covers up about 50% of the mostly visible area of the model. if we would unwrap the whole to see the interrior parts too (under the front hull section) we would come up with about 75% of total polygon area... yes, the internal parts despite they use about 27k polygons (1/4th of total polygons; thats the total polycount of the Consular class
) get lost in the surrondings because of this. unfortunately the front section with the big CIS logo uses a lot of room so i had to sacrifice other areas to keep it. anyway, i still have some unused area of 600x500pixels (at the right middle) i will try to play with that and hopefully i can improve it a bit
i wanted to visualise this internal part of this model in that detail, because i think it would be cool, if one could just fly through it with a smaller craft, although i have not tried it (yet), if it would fit or work....
also others suggested AO baking would improve this. well, i have not ever tried that, but i am interrested in it. i have some concerns that it would not much improve this particular one, because it is mainly textured from the "outside" and the model is convex, so it does not cast self shadows on most parts... but i will try that if i get to it
if someone has spare time to play with this, i can give the model and the texture; it is a layered .svg, you can easily do anything (recolor, resize, modify) with that
edit reason: i fixed a typo, but i am sure there are several left