TLDR: Awesome model with a ton of exterior and interior details suitable for close-up renders if you need that and your system can handle the model's resource demands.
The long version: First of all: I'd like to congratulate Albin on a truly impressive model (the details, in particular of the interior, are very impressive). I think he has raised the bar very high for anybody else trying to model such a highly-detailed space shuttle. The only other models with a somewhat similar poly count/level of details are models of city districts.
Since I use Cinema 4D and Redshift, I imported both the ABC and OBJ version (Cinema 4D's FBX importer apparently does not like UDIMs the model uses so they get messed up; UDIMs via ABC and OBJ are fine. Since I had the same issue with the FBX version of a model that used UDIMs from a different creator, I think it is a C4D problem and not an issue with the FBX file).
When the ABC file is re-saved as C4D, the C4D file remains relatively small in size while the meshes remain in the external Alembic file, which is good because I like to make incremental back-ups and, with the meshes in the project file (such as in the OBJ version), the project file is about 2 GB which eats up storage space fast.
The entire model (ABC version) is divided into two groups (OUTER (approx. 4.7 million polys) and INNER (approx. 16.7 million polys)). I have used the Cinema 4D layer system to reveal/hide sections of the model so as to better view the inner details. And this is one of the things to keep in mind about this model: There are so many details that remain hidden from view until you peel away the different lays of sheet metal, padding, plating, etc. sort of like peeling an onion. So unless you do technical renders of the interior of the shuttle, many details will not be revealed (but they do take up resources unless you remove them from the project file). If you do, you should keep in mind that the landing gear, while visible from the outside when lowered, is part of the INNER group.
In case you want to animate for example the control surfaces of the shuttle, you will have to cut up meshes and re-position pivots to do that. Other models are probably more suitable/easier for animating parts of it than this one.
If you have a low-end/low-powered computer, you will probably not be very happy with this model. For example, in order to render certain views with Redshift in Cinema 4D, I had to reduce the render bucket size to the minimum (64x64) to stop Redshift from aborting the render for lack of VRAM using an RTX 2080 Ti with 11 GB.
There are also some things that I think could be improved/handled better: the poly density, for example on the exterior of the shuttle varies greatly which, in some instances, leads to texture problems (although the number of 4K textures the model uses in a UDIM workflow is impressive as well). Also some meshes are subdivided to a degree that IMO is unnecessary. Just make them subdivision/tessellation ready and the poly count can be increased at render time (if necessary for extreme close-ups).
Overall, this model is awesome and highly recommended if you need the level of close-up detail (inside and outside) it provides and your system can handle its resource hunger.
An excellent model with so much detail.
This model is absolutely incredible. I had to get it down to about 12 million polys by removing a lot of the hidden detail before I could get it running in real time in Unreal, but the results are ridiculously good. The virtual textures need renaming to import properly, but that is easy with a bulk rename utility, which takes less than 10 seconds. As usual, Albin is the best!