I know about the hight poly issue. Though I'm not sure that that's what actually causes spiking as people seem to say. It might just be caused by tris which are too long; i.e. models with terrible polygon flow. Or well, no polygon flow. Not sure what to do about the poly situation though, because getting rid of a lot of it leaves with a very rough and angular looking mesh which is undesirable. The stock vehicles look fairly high poly too though, to be honest. I'll have to compare with multiple in-game vehicles as this mesh progresses. I am keeping these things in mind. Just haven't found a solution to them yet. --- Post updated --- I'm not terribly sure it's too high poly. This is the ETKc which as you can see has a pretty detail mesh. I think for now I'm fairly safe on polys. Yes, I can optimise some, get rid of some here and add others here. I do appreciate all of the feedback though, it helps more than one would expect!