I can't believe those wood posts look so much better with nothing but better UV mapping.
Keep on keepin' on, brumbek! Marriage proposal still valid.
Yes, the posts are guilty of capital UV mapping crimes. ...and still looking for uber-rich lady who will let me mod 12 hours a day, they is harder to find than you might think.
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.
A LOT more. ...it depresses me to even think of it. But seriously, the bad news is some of the woodpost meshes I need to fix include "BSLODTriShape" nodes...which NifSkope and the 3DS importer can't handle yet it seems. Very, very sad!
...NO to ALL!

, geat video

Thank Brumbek, this is an instant download for me!
Keep up the amazing work
Thanks! I do quite enjoy the video myself. Those guys have some serious issues...
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
Correct.
Your mod seems great! Just wondering, since you have your own textures also, will it be compatible with Bethesda's high res pack?
Yes it is. I use their high-res (so-called) textures as a base if I need to edit anything. Now my own custom textures obviously will be used for some of my meshes instead of vanilla.
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.
How dare you call into question my UV mapping skills! Kick my dog, insult my family, but NEVER question my UV mapping ability! Ok, just kidding...I understand what you are saying. Everybody has their own art style they like, and I don't claim to be a master texture artist. I'm a 3D modeler chiefly. But I already include a vanilla barrel option that allows you to use any barrel texture replacer you want...don't know why people don't find this good enough... http://skyrim.nexusmods.com/downloads/file.php?id=238, you may really like it.
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.
Sure, yes, I do plan on donating much of my work to the unofficial patch. But I admit I tend to also increase poly count a bit...like for the beam stuff, I changed the really block horizontal beams from being hexagons to being octagons. That is totally inconsequential for performance. Anyway, I do plan to go back later and make pure fixes for the unofficial patch...but for now that's too time consuming.