I'm working on some things at the moment, and was just wanting to get some things cleared up and gain any tips people might have to share.

Most if not all of the following query's are in regards to Fighter sized ships. For the most part, I'm getting what I know from observing the hi-poly models we already have. Mainly the Herc1 and Perseus Interceptor. Currently I use 3ds max5.1.
General model and submodel setups.Ok from what I've gathered, a good layout would be to have the overall hull model by its self. This includes most of the details and structural pieces over the cockpit.
An additional submodel is also sometimes evident, which holds any extra greebles and bits and pieces of details. (aka as on Bob's Herc1 model)
A seperate submodel for the cockpit.
Is it okay to make certain pieces of the hull using seperate objects, and then just attach them to the main hull object to make them part of it, without welding them into the mesh?
Is it okay to leave certain pieces 'unsealed', where an inside facing piece will never be seen. Should those pieces still have faces to seal them off?
I'm unsure if that would effect anything currently ingame, or if it will effect anything in the future.
Debris chunks / submodels.It would seem that the average setup here is usually five chunks of the ship, one including the pilot.
What poly count it best for debris though?
The herc1 is relatively low poly, where as the Perseus chunks are quite high for debris. What's the optimum setup there?
Texture setups.From what I've seen there is usually:
- 1 Texture for the main hull submodel and details submodel
- 1 Texture for the cockpit submodel
- 1 Texture for the glass faces
- 1 Texture for each LOD
I think that's it for now, but any additional questions, tips and pointers please add.
