On a purely technical level I'd like to know what kind of lighting setup you're using here. Even for test renders like these I'm digging the look of these images.
The key light is a slightly amber area light shrunk down and set a distance away from the ship, parented and targeted to a null in the center of the scene. Whenever I change the angle of the camera, I can grab that null and spin it around to point the light where I want it. The ambient fill is a gradient scene backdrop, set to 100% brightness at the top and bottom and about 50% in the middle, colored a low saturation blue on top, amber on the bottom, with a higher-saturation blue and amber in the middle. Render settings (which may only mean something to Lightwave users) are PLD 7-pass antialiasing with a classic reconstruction filter, radiosity with Final Gather enabled using one bounce and 48 ray samples. Render times for the ~450,000 poly mesh are anywhere from 2 to 8 minutes, depending on how much of the model in in-frame, on a dual-core 2.8 GHz Intel Mac using multithreading.
Post-processingwise, I save the raw images out as 32-bit TIFFs, then bring them into Photoshop where I curve adjust for brightness; a duplicate of the base image is curved down to crush the shadows and bring out the brights, then blurred with a Gaussian blur setting of 3.5 pixels and set on screen at 50% opacity to give the bloom effect. The backdrop is a radial gradient mixing black with a low-saturation, low brightness blue, then given noise and the "Blur More" filter. I recently started playing around with color adjusting the base image under the bloom layer, which is left the same colors as it came out of Lightwave. I think it adds some depth to the images.
Which is probably more than you needed to know.
