So, I've been away from the forums quite a while, but still periodically working on models. However as a result I'm not really current on the state of the engine. As a result I do have a question about how Star Citizen now actually handles the meshes: Let's say I have a ship. It has a main hull, wings, and engine pods that are all part of one continuous frame (say it's a blended wing body with engine nacelles faired into the wing surface). And you want the ship to be able to be "broken" when shot up. Say, the outer half of the wing can be shot off, or the whole wing. With how StarCitizen organizes the model, would each of those components need to be a separate object? Or does it take a different approached for degrading parts of the hull (like damage textures and alpha masking to "hide" the lost bits)? The reason I ask is that when using smooth shading Blender is kinda stupid, and it's very hard to get clean, smooth shading when there's any sort of hard angle without using bevels. HOWEVER putting a bevel in the middle of a continuous surface also tends to break that surface up. Any thoughts on this?