Don't get me wrong, I admire and respect, a great deal, what you've done.
I think more people liked the blue textures than you give credit for. I've gotten some pretty good feedback on my versions, which were but really an extension of yours - albeit FoaSized. I definately follow what you mean, though. Taking a project in an actual direction with that kind of purpose. "What can I do with white?" "what can I do with patterns?" "what can i do with Fractals?" etc etc. A very cool approach. Definitely a departure from the usual "what'll look good here?"
When I get back into texturing my feds, I might have to steal a few ideas again, assuming you don't mind GAFY - particularly, I love what you did around the bottom of the secondary hull, with the half round dark-bit under the deflector.
Btw, GAFY/Centurus. the whole shadow thing.
If you are using 3ds Max, when you have a light selected, to improve the shadow quality you can do 2 things: one is change your shadow type from "Shadow Map" to "Raytraced Shadows" you're shadows will be very crisp, but it will not have that wierd jaggie quality to it.
Your other option is to keep the "Shadow Map", but play with your shadow properties. Under the "Shadow Map Params" rollout you'll see three spinners. I usually keep my Bias at 1.0, Size at 512, and Sample Range at 4.0. messing with these will create different results. Higher sizes means smoother, but crisper details, so you have to take up the sample range as well if you want to keep them soft.