Hello everyone! So here I have the first of 2 new updates to my STUPIDLY high-detail Millenium Falcon v2.0 model, built explicitly for use with UE5 and Nanite. These are some more software renders before I get this into Unreal 5. So the model is almost finished, all that is left is to do a little sculpting of the exterior hull blaster damage, and then I still need to build out the cockpit and gunners stations that you will be able to see through the glass. As it currently stands, the model clocks in at just under half a billion triangles. This is an interesting test case for Nanite, in my opinion, as it #1 is a hard-surface mesh, as opposed to foliage & rocks/organic shapes, also, it is half a billion polygons of bespoke mesh instead of a few 1-million polygon meshes instanced a bunch of times. Working with a mesh this big does present some challenges though. It was built in 3ds Max, and as such, if I load the entire model into a single Max scene, it pegs my 128GB of RAM at about 97% usage. That plus it is a 60 GB 3ds Max file that takes about 5 min to load from a PCIe 4.0 M.2 SSD, and about 8 minutes to save the file. I do break it up and work on it in parts which makes the experience much more palatable, but I still needed to have everything in a single file for these renders. I could have used external references, but I dunno, I just . . . . didn't. I also included a super-uprezzed Turbolazer tower from my older Dark Forces project that I want to throw in with the Falcon in UE5. Anyhow, hope you all enjoy the update, and critiques and comments are always welcome - thanks everyone, update part 2 incoming shortly.