I didn't specify the size of this ship.

Here are 24 ships+ 24 characters.

~ 125k triangles.
I'll try to put a package together today with all of the new pieces.
i was just curious about what the inside of the ship is going to look like if you have any ideas id be happy to sketch them up before you commit to modeling something.
would it even be possible to have customisable interiors, eg a old warship made into a cargo ship or even having luxury holiday ships used as mass troop trasnports in wars/conflicts?
This is a good idea. I'm thinking more along the lines of a series of ship frames that could be customized for any purpose. Each ship would have a base level of storage, speed, range,scanner etc. which could be modified. I would like it to be like a lego set so there would be 10 different engines that could be fit into this ships engine nacelles. 10 different chairs that could be added or removed to the interior, etc. All I really have to do is build things the same size so the pieces are interchangeable.
So, all in all, the mesh occupies 70k of GPU memory while the textures take up (2*1024*1024*4) 8388k! The cost of too many triangles is usually reflected in the performance during rendering. Every vertex requires a vertex shader to run. Often more than once, so there is definitely a reason to be conservative with the number of tris. But, I think using a few more triangles on some areas is worth the cost.
This is exactly why I am trying to reference each model to the same texture sheet. I would like to see the memory for mesh and texture be a little more equal

I realize the mesh is not very dense and somewhat blocky. What I am moving away from is large open areas of texture and towards a fairly evenly spaced mesh and texture. I will probably aim for a mesh density of 12 triangles/game m
3 (If that is a measure

)