@prailos
i cant upload stuff here at all, afaik noone can, in the first post you will find a link to the mod tho

nexus is trustworthy
@trigger
ok what i did for most swords is:
-create a base mesh/low poly cage in 3dmax (blender, maya, whatever/ roughly 1k-2k polies)
-uv map it
-add geometry to create an even, homogenous, quadded surface on the low poly
-export
-import into zbrush
-add detail like mad at around 7-20mil polies (scratches, material texture, pores, etchings, screws, ornaments, etc)
-polypaint inside ZBrush
-bake diffuse and normal map,
-use these two maps to create a specular in photoshop for the normal alpha and use the normal map itself as the AO map for the diffuse as long as ZBrush's AO and cavity mapping stays broken
-export your low poly in the correct size and position as obj
-import your obj over a vanilla nif qith nifskope and adjust... (love the nifskope team!)
-use skyedit (0.0.31a+) to create ingame items (awesome unofficial CK!)
mind that this method has the problem (or pro side depending on how you look at it) of kinda restricting you to the low poly cage that you buildt, its usually better to retopologize a freely sculpted object by hand after youre done sculpting and painting, however that usually takes one to two hours more for a sword with fancy shapes... would be a vast industry jump if someone could write a nice quadded polygon decimation algorythm, those auto decimators all usually leave you with really forked geometry that is hard to map, smooth and use in general as those thin tris that most create lead to uv map distortions