Capt. Armstrong, I've had a look at your model, and there's a couple of things I'd like to mention before going any further.
The screenie below shows four views of the hull:
The top left and bottom right show how the stern is slightly uneven, similar to the bottom left image of the bow.
So what happened there? Did you make both halves individually, rather than one half reflected to make the other?
These parts should really be aligned properly before exporting, otherwise the model could have lighting issues in-game (especially noticeable in CoAS).
The top right section shows the capstan you made. This is something you could look into optimising for a reduced tri count.
The cylindrical parts seem to be made up of five times more triangles than necessary, as they have five 'rows' (technically 'subdivisions') making up the sides.
These cylinders can be made with just one large row, and achieve the same appearance.
You should be able to control the number of subdivisions when creating a basic cylinder (or any shape, for that matter), but it's up to you to figure out how in Gmax.
It can be easily redone in Maya if you prefer not to have to export from Gmax again.
One other thing I noticed was that the whole model is facing the wrong direction. It should be pointing in the positive Z direction, unless you want to sail backwards of course.
For your first model, I wouldn't expect you to be aware of the above points, so don't worry about it too much.
What I'm really doing is giving you tips on how to more efficiently make models in future.
I might even recommend using Maya 5, because not only is it fairly easy to find modelling tutorials for, but also you don't have to bother with the hassle of exporting from Gmax.
Anyway, there's a few other things that I need to do before I can start to export it all.
- Each model (the hull in particular) needs splitting up into components (i.e. hull, cannons, deck/masts etc), so that they can be textured separately.
- The masts need to have the yards removed and made into separate model files.
- Each model then needs to be UV mapped. This unusual, since UVs are normally automatically generated as you make the model, but I'm assuming they were lost when exporting from Gmax.
- Each model must have materials assigned, which are what relate to textures.
- A path model needs to be made to allow first person walking on deck at sea.
After that, I can finally start the process of exporting to GM format. It seems a lot, but it shouldn't take too long, hopefully.