We haven't decided on a lot of those things for HoO yet, but here's what we know so far:
There is no official polygon limit for the models yet, though the detail level should definitely be at least as high as the best models for PotC/CoAS.
All decks will need to be modelled right down to the hold, and cannons should be excluded from the model, as they will be separate models added in-game.
The model will need to use different Levels of Detail (LODs) to reduce the number of polys on screen at long distances.
Again, no specifics on that for now, but I would expect there to be at least three LODs: the high quality base mesh, a medium-quality mesh, and a low quality mesh.
The collision model will be a simplified version of the entire mesh (again excluding cannons), unlike path models for PotC/CoAS.
We don't know how the damage model will work yet, so there's no need for damaged parts to be modelled at this time.
There is no official polygon limit for the models yet, though the detail level should definitely be at least as high as the best models for PotC/CoAS.
All decks will need to be modelled right down to the hold, and cannons should be excluded from the model, as they will be separate models added in-game.
The model will need to use different Levels of Detail (LODs) to reduce the number of polys on screen at long distances.
Again, no specifics on that for now, but I would expect there to be at least three LODs: the high quality base mesh, a medium-quality mesh, and a low quality mesh.
The collision model will be a simplified version of the entire mesh (again excluding cannons), unlike path models for PotC/CoAS.
We don't know how the damage model will work yet, so there's no need for damaged parts to be modelled at this time.