-creating a mesh in Maya
-exporting to Mudbox as an obj
-using either Retopologizing to average the high poly and the low poly or if the count is already low simply letting it be
- then exporting from Maya as a Nif after ensuring the scale is correct by using NifSkope to export a reference sword as an .obj and comparing it side by side with my mesh
- Ive also figured out how to ensure that the texture paths are correct for my mesh
I have decide to not learn the backdoor to putting my mesh in the game as the Creation Kit is going to be released relatively soon. My only question is, if my mesh opens correctly and appears textured correctly in NikSkope is there anything else that I am required to do. I do recall something about copying over a physics node or something like that from a Skyrim sword and matching it up with my sword so that the weapon will sit correctly in the game world. However I am not sure if NifSkop is doing this for me or if I have to do something in either Maya,Blender or NifSkope. Also, I see that many of the weapon meshes have dedicated 1st Person meshes and something called meshnamego.nif. Now if I have matched up the orientation of my sword to the reference sword will these meshes appear correctly automatically or is their some other step I am missing?