DorkDiva Posted November 26, 2011 Share Posted November 26, 2011 (edited) Hey all, I thought now would be a good time as any to post a thread. A helpful nice thread to well...give help in. Advice, hints, pointers anything constructive on mods both made already or those in process. I feel the need for critique that is a positive motivator, maybe this thread can be a start in a good direction? I hope it will attract those who are well coordinated in modding and those who are still learning the tools of the trade, and even those who are curious about it all. Lets help each other out. I for one, like many here are new to Skyrim modding, but have had more than my fair share of Oblivion modding. So far I have made 2 Skyrim mods. And would love some feed back, what could be done differently, better, or if you feel it is over done and my talents should be used elsewhere. I also would like those who have seen my Oblivion work, to comment and chime in. If there is anything I could be doing better in my texturing please let me know. :biggrin: Here is my Eye mod: http://skyrimnexus.com/downloads/file.php?id=251 I would post the other but it is a silly batch file cheat for...well..cheating. Edited November 26, 2011 by DorkDiva Link to comment Share on other sites More sharing options...
DorkDiva Posted November 26, 2011 Author Share Posted November 26, 2011 I would also like to ask a question, regarding blender.What is the best way to have a mesh that is not too big, but still nice? My horn mesh for my Oblivion dremora mod for example, was kind of high in vertices.and the horns I made for my Matriarch race were way too big in verts and polly's. Link to comment Share on other sites More sharing options...
Ghogiel Posted November 26, 2011 Share Posted November 26, 2011 (edited) I would also like to ask a question, regarding blender.What is the best way to have a mesh that is not too big, but still nice? My horn mesh for my Oblivion dremora mod for example, was kind of high in vertices.and the horns I made for my Matriarch race were way too big in verts and polly's.I want to say don't make so many polygons in the first place. :tongue: I guess its' because you are using a mesh smooth subdiviison on them. Which is fine for high poly models, but for a a low poly horn it might be over kill.. I don't really know haven't seen what we are talking about.. Zoom out. It's so easy to be zoomed right in looking a your meshes in a macroscopic way, forgetting to step back and view the whole thing. Like what you do when painting or drawing. Also applies to texturing. you'll be able to tell if things are to dense better, it all depends on scale, on screen time, and how close you can get the camera to the thing in game. Honestly if it has like 18 or so sides it'll be more than round. It's tempting to use the 24 or 32 sides on cylinder objects, but you really won't notice. lastly, if you prefer to model in high poly first to concept/create the high poly for baking like me, you can later build the low poly in game mesh from the high poly, either by hand reducing or partially scratch build, or using a retopology tool. < which blender has. So you could rebuild the mesh in quite short order and completely control poly distribution. Edited November 26, 2011 by Ghogiel Link to comment Share on other sites More sharing options...
Recommended Posts