Just remember this.
A good texture can sometimes make up for a bad model, but a good model will always look bad with a bad texture.
The trick is to get the model as small as possible and make up for as much as you can through textures. Once you get it looking OK, if you have more polygons in the budget you can use them to make the model look better, but you should always shoot for efficiency over shear beauty.
Your model has more polygons for less effect than an entire player model for an average Xbox 360 or PS3 model. (They carry a 6k to 10k average depending on size-on-screen and company)
An average PS2 model is generally under 4k with quite a few being within tens of 2500.
I entirely agree with what halkun said, I said 1000 before, but I also said it was excessive. Do remember that the entire Highwind is only about 3-4 inches or less on an average sized monitor, and not much bigger on the larger ones.
Try looking at the model from a distance and see if you can count the individual polygons... In the majority of cases, you should be able to count the polygons when looking at the on-screen size of the model. (Few exceptions include highly detailed areas like character faces and hands, or joints that need to move fluidly.)
Again, round areas at your size, I'd suggest no more than 8 radial divisions.
Also, the more polys you have, the more difficult the model is to work on.