The Kraken was based on a concept art, yeah. It, along with the Predator, are the only ships I've used concept art for.
/edit
For the polycount, I would gladly throw in a 100k poly model if I could model a high enough quality to take advantage of that (the Leviathan verges on 80k triangles when converted), but in Sins the converter/engine will only take 50k triangles. Presumably, I can spawn part of the mesh as a particle to get past this.
For performance, I run on fairly high-end hardware. However, sins is not multithreaded, and the 2gb limit is going to be staring at me from the other end of a shotgun once I started customizing all of the voice acting and music. I have decided to relaunch my project under the title of Visualization. Which is to say, the project is largely for the purpose of simply throwing my stuff into the game in a manner that works and is impressive to behold. Once the new patch comes out and raises the ram limit (and hopefully dramatically raises the SFX and particle entry limits), that is when I will consider something much more serious.
As is, I cannot UV or skin. I model the models with the intention that one day their meshes could be used to create normal maps out of. The Kraken's plating would make a fine Normal Map. However, I lack the skill to do this correctly. Until then, their polycounts will be fairly high. However, the Kraken's polycount largely comes from the guns and barrels, and not the main body, which is only around 5k-6k quads.
I've always built my mods with the intention of having content centralized around top-end hardware. As my hardware ages, it starts leaning on becoming medium-ranged (especially my video card, the i7 920 and 12 gigs of ram will do me for years yet), but I set my sights higher.
I do not expect the game to perform very well, as it's designed with an extremely archaic closed-space mindset (it's not very expandable, given the hardcoded AI amongst other things), but I will do my best to get the most out of it given the limitations.
/e 2 As for the weaponry, I'll talk more about the specs of these things later on.