Interesting, I made my first 3D model in blender around the same time as you!
I was following a youtube tutorial and I made a car as well!
As questseeker points out there is a ring of edges that serve no purpose since it' lines up perfectly with the rest.
You should also try to make sure the pixels meet up. Since I'm also new to blender and working with pixel art in 3D, I'm not sure what the best approach is to angled surfaces.
Either pixels get distorted but line up perfectly, or pixels get "cut away" but with no distortion. I attempted the later in this example.
I find it best to use a pixel pattern to line up the pixels when doing the UV mapping.
Large Image Warning As you can see the pixels get cut off at the edges.
I also try to keep a consistent scale, I was checking the transform global coordinates and making sure that anything that was 1.0 long was 10 pixels and making sure all edges were aligned to .1 .2 .3 .4 etc. This gets really hard if you work on a larger model, especially with different angles.
So anyone with experience working with 3D pixel art, is it better with distorted pixels or cut off pixels? I guess it's square vs angled UVs.
You can hide the edges by using the same colors at the transitions.