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Exporting meshes with high vertex counts in blender


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Posted

When I'm porting meshes from Skyrim to Oblivion, sometimes the export to NIF fails because of a high vertex count in the mesh.

 

Usually I would use the Poly Reducer script to reduce the number of polys yet still keep the UV maps - but is there a way to export by keeping the mesh with the high vertex count intact?

Posted

I am not sure that I know the answer to this but one thing to keep in mind is that a high poly count can cause oblivion massive frame rate drops due to the engine CPU core and thread issues.  The lower the poly count the better in terms of performance.

Posted

It depends on how the mesh is constructed, but you can export just parts at a time and combine in Blender. Thats what I had to do when I was working with the Silverlight armor.

Posted

Ah thanks guys - yes, performance is always a consideration, but I'd like to get it working, then optimize :)

 

Great suggestion nephenee - i guess you meant you separate meshes in blender and export them separately and mash em up in Nifskope.  I'll have to try that :)

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