maya 2013 still has Mia_material_X - use that along with mental ray. Don’t use Maya software render unless you prefer how CG looked 15 years ago or had some specific legacy toon shaders or something you need it for.
IMO the ship as it is right now probably holds up ok for rendering a far off background ship no larger than ~500 pixels across. Though that’s assuming you’d at least use realistic shaders and linear lighting workflow etc. To me the shading gets too dark too quick to look natural, or maybe the shot is too dark anyway.
IMO there’s nothing wrong with using ambient occlusion for tiny texture details, but NOT as a primary shading tool to simulate huge shadows. Using AO with a really small distance is fine for bringing out tiny details if you have actual tiny structures modeled into the ship for some close ups. Don’t use it to attempt to shade hundreds of meters of distance across a huge ship, especially in space where ambient light is not very strong in the first place.
I agree about leaving out the depth pass for space shots.
If you were going for a more realistic look, the surface is going to need a lot more modeling detail. If you model the ship like it’s a simple shape, it’s going to look simple. If you start extruding polys or scattering small rectangular cubes to act as individual panels, then you’ll be on the right track. Get up close and render some higher res shots and it’ll quickly become apparent simplified the structure is.
