Do you think you could make a version with the Dragonborn symbol on the blade instead of the Hunter symbol? That would make this more lore-friendly for loremongers like me.
Other than texture paths being wrong (start on texture\, remove the rest) i think that the main problem here is the model itself, the amount of polys making those wholes is massive, could be greatly reduced without looking any worse, and uv map is quite distorted, if it doesn't fit properly in a square, make some splits or make the texture non-square, like a 2048x1024 or whatever. Another thing is that everything is the same material, handle could have some leather straps or whatever to make it more interesting. For the snowy-frozen look you could leave that for skyrim enchantment shader, easier and probably better. And for the textures you could use http://www.cgtextures.com/, generally to get it looking metallic you will need the _m and normal alpha bright, without enviroment map it looks very static and not reflective.
the model is working perfectly fine ,I have made another version for myself ,that has the original textures .That one is almost identical to the knife in destiny.About the textures ,you are right.
I'm not saying the model is wrong in shape, it's pretty cool actually (the paths are though, it won't work for most people since their skyrim folder might not be named as yours), i'm saying that it's not optimized and uvmap is distorted.
PD: for me the file that is supposed to have the _m doesn't have it.
no no, folder structure you uploaded is right, "meshes", "textures" folders (with their corresponding subfolders and content) and the .esp. I mean in nifskope edit the texture paths under bslightingshaderproperty>bsshadertextureset
where you have this: c:\program files (x86)\tsev skyrim le\data\textures\weapons\destinydagger\destinydagger.dds it should be: textures\weapons\destinydagger\destinydagger.dds
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Still, amazing mod.
Another thing is that everything is the same material, handle could have some leather straps or whatever to make it more interesting.
For the snowy-frozen look you could leave that for skyrim enchantment shader, easier and probably better.
And for the textures you could use http://www.cgtextures.com/, generally to get it looking metallic you will need the _m and normal alpha bright, without enviroment map it looks very static and not reflective.
PD: for me the file that is supposed to have the _m doesn't have it.
I mean in nifskope edit the texture paths under bslightingshaderproperty>bsshadertextureset
where you have this: c:\program files (x86)\tsev skyrim le\data\textures\weapons\destinydagger\destinydagger.dds
it should be: textures\weapons\destinydagger\destinydagger.dds