well there isnt much to say since someone who has experience with maya or blender can typically make one of those models in under a minute.
wat
ur exaggerating. tire maybe but plant no
something I can give you now is that with your plant model, the leafs clip inside of the stem, and are not connected to the stem in any way
it results in a model with less faces than if it were connected to the leaf. caring about how complex a face is is reasonable given that this IS for blockland and not cryengine or somestuff.
your faces are also pretty messy. i see this pretty commonly. ill grab an example of my own:
In this image (open in new tab) you can see that the model has faces like a grid, which is the suggested way to model to keep your workflow efficient, to keep your work clean, and to have a better overview in UV mapping.
did you use sculpting tools for this? you can't expect everyone to work using grid vertices - its hard to manipulate them manually unless you're using sculpting tools. and for blockland, you get a much better blocky look by manually handling your faces/vertices rather than sculpting them like in maya
also you should turn off smoothing and see how the model looks in maya. cause smoothing automatically increases the face/poly count of your model to make things look smoother - in reality your model is probably as low poly as crazy's. the only thing that makes it look as smooth and clean as it does there is because smoothing is on.
no, smoothing isn't a feature in other modeling programs - its a maya-specific thing and when you export your model it will automatically apply the smoothing to the model, and drastically increase the polycount from what you see in maya.
your "under a minute" comment wasn't necessary - it belittles crazy's work. when people ask for feedback they're not asking "how much do i suck compared to a pro?"