This project is for my Game Mapping class where The entire class pitches in to Create a world out of Concept art from Star Citizen. Each student made some models and they were brought into UDK. Here is the concept art from Star citizen.

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Here is one model model I did. Its the Cargo ship next to the Repair sign at the bottom right of image 2. The lighting in my presentation is bad and my model isn't exactly the same because I changed some of the colors and I couldn't see the front end of the cargo ship in the concept.

I'll post more of the work as the class continues!
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In terms of presentation, I'd try to fill as much of them image with the model as I can. In your second image, your model isn't centered, which looks really weird. In the last one, you're wasting a lot of image space on nothing, and it looks like we're not even seeing the entire model. If you want to keep a consistent resolution, you could easily fill that space with various views of the model. Also, your name and email need to be a lot larger. Maybe have an outline or a glow to really separate it from the background.
I'm sorry if I come off a bit strong, but us AI kids need to look out for each other.
That "MK-008" and "Dat Cargo" font is not conveying what you want it to convey.
Fonts are a very strong emotional & atmospheric tool, and every font is giving a certain mood.
If you want it to be scifi or modern, check out some references or even the other ones from the concept. Currently its like a pseudo remake from a WW2 font, but without the harsh charme, also dont use windows basic fonts.
And why can't you use the color palette they have in the concept? The concept has a good use of color, your colors are very bold and distracting.
Also, the metal scraping effect you have going on is a tad harsh and you have it going in all directions. parts of the ship it starts horizontal and then at the end it goes vertical and diagonal.
I still feel like you should evaluate your final model and the shape. looking at the reference it has more depth and bulkier shapes to it. in the middle there is a clear cut that should be actual geo. You need more panels/larger shapes modeled into your low poly *and high poly* to give the the look that its more than a box. Also notice on the back that here is some more depth as well, rather than being flat. notice the round part on the back looks to be lit up and have electrical properties or an engine purpose.
If I were you I would have modeled a solid proxy model first, presented that to show and evaluate. That way you could get your proportions/details correct and then jump into the high poly/low poly final without having to go back and change things. A solid foundation makes for a better final product no matter how well you texture it.