max poly#- this is 50,000. I learned this from the 7DS forums.
In fact the limit of the engine is around 50k triangles, not poly... and before the XSI stage, be sure to have only triangle or quad... any surface with more that 4 edges will be discarted and you will have "hole" ( can see trought the model )...
Now, 50k is a engine limit... and i assure you that you don't wish use these limit... it is good for a single ship on screen but not for fleet or battle unless you wish to kill the engine...
Personaly, i use the following limit in triangle... if you model is made of quad reduce these limit by 50%
- capitalship : 10-12k , texture 2048*2048
- frigate-cruiser : 2-4k, texture 1024*1024
- fighter/bomber : 0.5-1k, texture 512*512
contact and ask the member 'Fileosoft' about injecting the bump map into the -da. He has done that before for the Halo mod's UNSC Aegis Fate frigate. It looks the same as with a bump map (which the AF lacks), and has no wierd lighting issues.
Was working before in 1.05 but since the 1.1x version and the change in the texture system, it don't work anymore... it is why recently, i have remake the AF and the Cov assault carrier texture...
For wierd lightning issues, if it is related to shadow who jump from poly to poly, a fine tune of the red da channel help... on the modeling level, bevel hard edges help too... of calculate Normalized weighted vertex normals help too...
Like Major Stress say, experiment is a key word... one model is not the other and sins engine can react strangely to a very little change in one of the map...
By the way, never trust fully what is wrote in the .pdf from the Stardock/Ironclad mod tools... these was never updated and the info about texture are now wrong...