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In addition to converting to PBR, I also made several mesh optimizations, significantly reducing the number of polygons/triangles.It was supposed to be a simpler at first, but it eventually turned into a more deeper and complex project. I ended up modifying the mesh, renewing the textures, and making new UV maps to better harness of pixel density to preserve a lot texture resolution as possible from bakes I did in Blender. The result is a look with a more unique, vibrant, and detailed visual identity. I hope like it
More about/technical details
Optimizations
Swords Less 38.514 triangles Before=47.128 After=8.614 Final file size=2,01MB to 349KB
Shield Less 20.852 triangles Before=42.516 After=21.664 Final file size=1,70MB to 601KB
Mesh modifications
Swords Alignments, adaptation shape sizes (blade, guard, handle) Replaced pommel to Alduin's head New scabbard based on original New more accurate collisions
Shield Longer handle, so there's less overlap with hands/gauntlets and armor/clothes New more accurate collisions
Textures
Swords New 6k PBR baked textures using UDIM workflow, (three textures in one=2k + 2k + 2k) Color variations, in brown, blue and red
Shield New 4k PBR baked textures using UDIM workflow, (two textures in one=2k + 2k) High quality normal map of screws for 3d effect without needing geometry
Installation Just install after original mod (requires esp only), no need run PGPatcher (aka ParallaxGen)