What poly limit and texture size are you targeting for the various ships?
are mirrored and overlapping UVs for normal maps allowed?
what about open edges?
how are detail meshes and lods handled? (context switch of model? progressive mesh reduction, or subobject elimination?)
triangulation rules?
Poly Range: (We're not too tough about this as long as the detail justifies the polycount and it's not rediculous)
Fighters: 4000-8000
Freighters/Small Capitals: 6000-20k
Large Capitals: 10k-20k
Supercapitals: 30k+
I believe there are no UV restrictions. Normal maps will obey the same restrictions as the diffuse texture, which can be mirrored and overlapped.
Open edges should not cause a problem, but should be avoided anyway.
The model file has several model files contaned in it- the LODS, turrets, and debris. LOD switching is done via the ship's file specifying where the changes in what model is rendered occur.
All models are required to be fully triangulated.