Nice... I was afraid it could rise quite higher.
With the soft limit at 5K, a 6K-ish model definitely qualifies as acceptable top-LOD (L0).
Important: whatever will be visible from space (inflight), must be a single material. With a 6K model, you are forced to have a single batch if you want performance. If you need a 2K x 2K texture atlas to achieve that, so be it.
Not so important, but I'd like it: the unwelded (simplified if necessary) as an L1 LOD. Depending on the polycount, a lesser LOD may not be needed. (like... 1-2K is OK as lower LOD, IMO).
Chuck... we have to decide right now whether we want dynamic global illumination on ships or not.
It's a shady issue.
a) it's rather expensive per-ship (requires at least one "state" texture per ship), so only a few ships can be selected for dynamic GI. The rest have to be static (environment) GI only. So, the question arises whether or not it is worth it. Why? because...
b) unwrapping has to be special for dynamic GI - UV coords must be unique. You can't use symmetries. You can't overlap polygons. That's an unhappy situation, ain't it? If it's worth it, it's not a big deal. But since dynamic GI can't be enabled for all ships (probably very few), makes me wonder if we want to waste half a texture for it (because of not being able to exploit symmetry).
c) however... the cockpit can and should have dynamic GI, because there's only 1. So unwrapping goes like that for the cockpit: unique UV coords.
d) But... I'm not sure I can do static GI without uniqu UV coords too. So that would limit us, if we use non-unique UV coords, to the simplest ambient occlusion only (not fun).
I guess you'll need a prototype to be able to decide, won't you?
Should I work like mad on a prototype? (it would be fun).
I think I could add a cockpit to the SystemExplorer and use it as prototype - doing dynamic/static GI on the cockpit, and you'll be able to see the effects as you move

