i'm slightly curious about your chosen detail levels across the whole set, the traffic cone looks like its got 20 sides and a curved top, seems a bit unnecessary, especially when compared to the buildings, which don't have windows modeled in. similarly, the traffic lights seem to be meticulously modelled, but will be high up and away from the camera at most points.
You also seem to have modelled the rims of the car, this should definately be done with textures. Also, the car looks a bit blocky, surely the sides should taper more than they are? i think you've got dead edges on the car too.
Other things i noticed, but i'm not sure of;
* Have you modelled a lip on the paving slab? surely not?
* why have you modelled a paving slab? a plane with a texture and normal map would be just as good, if not better.
* Have you modelled the catch on the dumpster? again, thats a job for texturing
* adding depth to a street sign, thats only a millimeter thick in real life seems a bit extreme, but walking past something in a game that's perfectly flat is often a bit odd looking, so take your pick.
* and seriously, why did you model the screws on the road sign?!
another quick note is on textures, make sure you cram as many different objects onto the same texture sheet. All your street signs, bins and barrels should be on one 512^ map, possibly more if you can.
You've obviously got a good grasp of modelling, but you need to step back and think about what detail is made by geometry and what's for textures. the models are good on their own, but as a group, the poly distribution is all over the place.
hope that helps
Manic
I don't have a sig, live with it.