[RELz] Static Mesh Improvement Mod (SMIM)

Post » Thu May 24, 2012 10:59 am

http://static.skyrim.nexusmods.com/downloads/images/8655-1-1329112266.jpg!
That's got to be the worst example of bugged UV ever. Nice job fixing that. Wonder just how many more of the horrible blurry things are because of this too.
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Carlos Vazquez
 
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Post » Thu May 24, 2012 2:52 pm

Hello Skyrim people,

Skyrim has a lot of texture replacers but very few mesh replacers. And almost no static mesh replacer mods. Now it does...I now present my first proper mod: a 3D model upgrade mod!

Brief Introduction

The first thing I noticed when playing Skyrim was how many static meshes were very blocky and frankly, ugly. This is quite jarring next to the quality character and create models. I was hoping Skyrim would use much higher-fidelity environment meshes compared to Oblivion, but sadly many architecture, clutter, furniture, and landscape meshes are...very...unamazing.

Hence, this mod edits many 3D models to improve their appearance and to fix many of the ugly seams and other oddities present in many of the default 3D models. The ultimate goal is to improve about 200 to 300 of the worst offenders. This will take a long time, and I'll release incremental updates to include new 3D models as I finish them.

Note: This is a high-polygon, high-resolution mod! Only modern computers should use this mod!

Pictures!

Please also note: These pictures don't do the 3D models justice. My mod looks much nicer in-game, in-action!

http://static.skyrim.nexusmods.com/downloads/images/8655-2-1328857447.jpg
http://static.skyrim.nexusmods.com/downloads/images/8655-1-1328857306.jpg
http://static.skyrim.nexusmods.com/downloads/images/8655-3-1328857309.jpg
http://static.skyrim.nexusmods.com/downloads/images/8655-2-1328857389.jpg / http://static.skyrim.nexusmods.com/downloads/images/8655-3-1328857390.jpg
http://static.skyrim.nexusmods.com/downloads/images/8655-1-1328934962.jpg
http://static.skyrim.nexusmods.com/downloads/images/8655-1-1328937341.jpg
http://static.skyrim.nexusmods.com/downloads/images/8655-4-1328857310.jpg
http://static.skyrim.nexusmods.com/downloads/images/8655-5-1328857390.jpg
http://static.skyrim.nexusmods.com/downloads/images/8655-2-1328857308.jpg
http://static.skyrim.nexusmods.com/downloads/images/8655-1-1328857388.jpg

Please see the Skyrim Nexus page for more images and information.

Version 1.00 is now out, which updates 20 meshes.

http://skyrim.nexusmods.com/downloads/file.php?id=8655

Do you realize that putting superHigh polycount on everysmall item is completely nonsense? It will crunch soon most of the computer performances no matter if you have a Nasa PC or crap ....
there is a reason why those items are deliberately made low polygons and it is because of scaling and polycount usage , on a scene at the same time the game can render a max millions polygons , of course the game was based on consolles for the performance tests but increasing potatoes and every small unsignificant item will just "steal" polycount from the most important items like characters weapons , architecture and creatures ...
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Kahli St Dennis
 
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Post » Thu May 24, 2012 1:48 pm

Slow day today, but I've released 1.03. Has new install script with options. I've added a weathered furniture texture that closely matches vanilla. Plus options for vanilla barrel textures on my new 3D meshes. Oh, and the barrel container now animates...speaking of which, http://www.youtube.com/watch?v=ZJhBCDWQFzs.

:rofl: :rofl: , geat video :biggrin:

Thank Brumbek, this is an instant download for me!
Keep up the amazing work
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Jaki Birch
 
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Post » Thu May 24, 2012 8:38 pm

Great work :thumbsup:
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megan gleeson
 
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Post » Thu May 24, 2012 9:28 pm

This is in no way a put down, because the work looks really good, great effort; I know it's hard to work on meshes... but I just had to comment: we are down to modding cabbage? :)
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Daramis McGee
 
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Post » Fri May 25, 2012 1:12 am

Do you realize that putting superHigh polycount on everysmall item is completely nonsense? It will crunch soon most of the computer performances no matter if you have a Nasa PC or crap ....
there is a reason why those items are deliberately made low polygons and it is because of scaling and polycount usage , on a scene at the same time the game can render a max millions polygons , of course the game was based on consolles for the performance tests but increasing potatoes and every small unsignificant item will just "steal" polycount from the most important items like characters weapons , architecture and creatures ...

I honestly think that polycount is a non issue for modern graphic cards (afaik the limitation is with texture resolution/vram, shadows, physics now)
Just look at Tessellation, (that all of today's DX11cards support) the amount of polygons created and therefore rendered in a fully tessellated stone wall is so high you can't even see the triangles in Wireframe mode
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Angela
 
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Post » Thu May 24, 2012 4:36 pm

I honestly think that polycount is a non issue for modern graphic cards (afaik the limitation is with texture resolution/vram, shadows, physics now)
Just look at Tessellation, (that all of today's DX11cards support) the amount of polygons created and therefore rendered in a fully tessellated stone wall is so high you can't even see the triangles in Wireframe mode

Sorry but I have worked a lot with game engines to tellyou that polycount "IS" important , otherwise developers wouln't bother to make a 10 polygon potato when they have surely the abilities to make a 100 polygonal one ....
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C.L.U.T.C.H
 
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Post » Thu May 24, 2012 9:43 pm

What would be the minimum GPU you'd suggest @ 720p/1080p? [....currently laptop is using 1600x900p [native], tweaked max, Beth texture mod, uGridsToLoad=7, FXAA]
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Ysabelle
 
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Post » Fri May 25, 2012 12:11 am

Sorry but I have worked a lot with game engines to tellyou that polycount "IS" important , otherwise developers wouln't bother to make a 10 polygon potato when they have surely the abilities to make a 100 polygonal one ....
Yes but is it important for the target audience of this mod?
I mean I filled an interior cell man high with (unmodded) cheese wheels (about 2000). While the physics brought it to an 13FPS crawl after using tcl there was no noticeable slowdown despite the hideous polycount in the scene.
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Sista Sila
 
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Post » Thu May 24, 2012 7:09 pm

This is in no way a put down, because the work looks really good, great effort; I know it's hard to work on meshes... but I just had to comment: we are down to modding cabbage? :smile:
You CANNOT put a price on a decent cabbage, OK!

PS That video is class, I literally lolled by butt off :rofl:
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sophie
 
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Post » Thu May 24, 2012 4:01 pm

Sorry but I have worked a lot with game engines to tellyou that polycount "IS" important , otherwise developers wouln't bother to make a 10 polygon potato when they have surely the abilities to make a 100 polygonal one ....
You are missing the point. The intended users users won't be affected. This is strictly eye candy. No performance gains are claimed.
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FABIAN RUIZ
 
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Post » Thu May 24, 2012 4:05 pm

Your mod seems great! Just wondering, since you have your own textures also, will it be compatible with Bethesda's high res pack?
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Mr. Allen
 
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Post » Thu May 24, 2012 11:50 pm

Thank you, this is one of the best Skyrim mods so far... because it improves the meshes instead of 'just' upping the resolution of textures. The 1.04 version looks great and already fixes some of the most hideous stuff like bridge posts, farmhouses, tables... all this without any performance impact. I can't wait to see what future versions will fix :)
Your mod seems great! Just wondering, since you have your own textures also, will it be compatible with Bethesda's high res pack?
I didn't have any problems using this mod with the high-res pack (or any other texture packs), everything works as intended, like the barrel textures.
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Milagros Osorio
 
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Post » Thu May 24, 2012 3:14 pm

Sorry but I have worked a lot with game engines to tellyou that polycount "IS" important , otherwise developers wouln't bother to make a 10 polygon potato when they have surely the abilities to make a 100 polygonal one ....
This is only going to be an issue if you have a room filled with hundreds of potatoes. Since no vanilla interior does, and no sane modder around will do such a thing either, it isn't going to be an issue for the 5 or 6 you DO find in these places.

This mod isn't an RAEVWD, nobody need fear the polycount.
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Farrah Barry
 
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Post » Thu May 24, 2012 12:18 pm

This is only going to be an issue if you have a room filled with hundreds of potatoes. Since no vanilla interior does, and no sane modder around will do such a thing either, it isn't going to be an issue for the 5 or 6 you DO find in these places.

http://i1219.photobucket.com/albums/dd440/mesmerizemyeyes/potatoesforeveryone.png!
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adame
 
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Post » Thu May 24, 2012 9:03 pm

http://i1219.photobucket.com/albums/dd440/mesmerizemyeyes/potatoesforeveryone.png!

OH LAWDY DEM POTATOES :blink:
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Da Missz
 
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Post » Thu May 24, 2012 5:41 pm

http://i1219.photobucket.com/albums/dd440/mesmerizemyeyes/potatoesforeveryone.png!

fps counter, or it didn't happen :biggrin:
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brian adkins
 
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Post » Thu May 24, 2012 7:29 pm

fps counter, or it didn't happen :biggrin:

I just 'shopped an image real quick... BUT I now have a plan. I blame Arthmoor.
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Niisha
 
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Post » Thu May 24, 2012 12:14 pm

Although everything else is really amazing, I have to agree with others about the barrels looking less realistic.
The issue, specifically, is that you've removed all the rust, water damage and scratches. They're much too clean and new looking.
Also, on the rope barrels the seems between boards are too stark, lacking the shading and depth that makes them look like actual crevices rather than lines.
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Kieren Thomson
 
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Post » Thu May 24, 2012 10:15 pm

You CANNOT put a price on a decent cabbage, OK!

PS That video is class, I literally lolled by butt off :rofl:

.. and the thing is, I rarely download any mods from anyone, but this is exactly the type of mod I would download... one that enhances an often-overlooked aspect of the game, and clutter is one of those things people always overlook in modding, yet is this always there in the background, and it is what sets the tone of any scene.

I am downloading this one. That is some quality cabbage right there.
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Shaylee Shaw
 
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Post » Thu May 24, 2012 8:10 pm

Sorry but I have worked a lot with game engines to tellyou that polycount "IS" important , otherwise developers wouln't bother to make a 10 polygon potato when they have surely the abilities to make a 100 polygonal one ....

Yes, poly count is important. In the case of Gamebryo, there is a limit to how many polys a mesh can be and how many polys can be displayed at a single time on-screen. But those numbers are still high enough to be a nonissue for PC users. However, Bethesda poly-pinched in this game so much it is not even funny. And the difference that will be made between a 10-poly potato and a 100 poly? When there only ever might be a max of twenty in a single scene? None whatsoever.

Remember, this game is a lazy PC port that was designed ONLY for the Xbox 360. Those were the only specs they tested it to, and its GPU is stone-age tech now. That is the main reason for the ugly low-poly models.
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marina
 
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Post » Thu May 24, 2012 5:51 pm

Although everything else is really amazing, I have to agree with others about the barrels looking less realistic.
The issue, specifically, is that you've removed all the rust, water damage and scratches. They're much too clean and new looking.
Also, on the rope barrels the seems between boards are too stark, lacking the shading and depth that makes them look like actual crevices rather than lines.

This, but I'm also seeing a lot of your edges are smoothed. Wood edges are not rounded like that. tbh it just looks like you threw a turbo smooth on some of the models and then UV unwrapped em. On the subject of normal maps they are used even in games that stomp the graphics of Skyrim. The issue you're seeing is because they didn't keep the silhouette as true to the high poly as possible due to being made for the 360 and other consoles. You could still do all these improvements but not double the poly count, with great silhouettes and a slightly higher poly count. The textures all need grunge layers as well like the poster that I quoted stated.
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Dj Matty P
 
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Post » Thu May 24, 2012 9:24 pm

they only are UVmapped to use about 1/2 to 1/4 of the texture space. It will take some time to fix everything...why...why did the developers have to do this to me!?

http://static.skyrim.nexusmods.com/downloads/images/8655-1-1329112266.jpg!

Thanks

I also wonder how many other are like this has well. They had to leave something for you to fix after all..
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Enny Labinjo
 
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Post » Thu May 24, 2012 11:04 am

Brumbek you are a hero and a gentleman. Thank you for these incredible looking meshes.

Speaking of which...1.04 released, added 19 new farmhouse post mesh fixes. I now realize why all the farmhouse posts everywhere look so bad...they only are UVmapped to use about 1/2 to 1/4 of the texture space. It will take some time to fix everything...why...why did the developers have to do this to me!?

http://static.skyrim.nexusmods.com/downloads/images/8655-1-1329112266.jpg!
Wait, so, for these farmhouse posts at least, the fix will have no effect on performance? If so that sounds like the kind of thing that should be included in the Unofficial Patch.
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Joe Alvarado
 
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Post » Fri May 25, 2012 12:42 am

And we'd be happy to take any such fixes that correc UV mapping errors without harming performance and without swapping the textures out for replacements.
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Sammie LM
 
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