FastestDogInTheDistrict Posted February 28, 2014 Posted February 28, 2014 I'm currently doing the Thieves Guild Armours for SeveNBase. As part of the conversion process, I'm using the various "Smooth"-type modifiers (eg: MeshSmooth, or TurboSmooth) to smooth-out the jagged edges the Vanilla mesh has. This bumps the vert count up to over 12-13,000. Now, 3dsMax has no real problem exporting this, and I can load it up in my game to test - but is it going to cause problems for other people? I'd like to know before I finish & release the mesh.
Ruskii420Sama Posted February 28, 2014 Posted February 28, 2014 Willing to bet anyone's pc that can't handle some high poly meshes probably can't handle skyrim... so I think your good
myuhinny Posted February 28, 2014 Posted February 28, 2014 Depends on if a person has a lot of them in their game. Say if you take a bunch of daz armors which are usually high poly and put them all into your inventory if you get enough of them together they will cause lag while scrolling through the list with also the possibility of CTD's as well same would happen in the forge. But there shouldn't really be much of a problem but the only way to find out is to try it and see.
Cyndi Posted February 28, 2014 Posted February 28, 2014 It can (depending on how many iterations of smooth etc) cause some people performance issues. Though, if you look at most meshes lately the poly/vert count is a lot higher. That's not really a good thing, but I mean by comparison it could be a lot worse. It's also generally better to not smooth something down, once it's down to triangles as well, you can end up with some really screwy geometry. In the end though, it's up to you, but another modifier worth looking at is tessellate. In some cases it can give you a more uniform result with things that already have ended up in tris. It will however still bump your vert count just as much. Remember too, your 7 base body -> less than 7000 verts, 13,000 ish triangles (not counting hands and feet), so there really isn't much reason to have twice that for a vanilla garment. Storm Cloak Armor / guard armor -> 3k ish verts for example. Ironically though skimpy stuff often ends up with more verts. Edit: performance argument aside, I've seen tube tops with 30k+ verts, and shoes with much the same. I personally wouldn't install them, but hey w/e floats your boat it's going to be your mod, not someone else's.
FastestDogInTheDistrict Posted March 1, 2014 Author Posted March 1, 2014 Sorry - I should have specified that. Single iteration of either MeshSmooth or TurboSmooth in this case. I did try Tesselate, but that actually created a rougher mesh composed of small, jagged triangles & did something weird to the textures (I'm not good with Tesselate - I think using it incorrectly is how I mucked-up my Dark Brotherhood meshes). I know it's a lot of vertices in this case - I did try targeting small areas instead, but since the Thieves Guild is a non-symmetrical armour with many details I found it easier to just apply the modifier over the whole mesh. Many thanks for your quick responses folks - it is very much appreciated! I will have a set of meshes up this weekend, and I would be very grateful for any feedback you would like to offer!
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