I use the niftools blender addon to import and export in Blender. Once imported the mesh in blender, I remove duplicate vertices and convert from tris to quads. I split the mesh into parts and use for each part the blender decimate modifier because each part has a different polygon density. After I apply the modifier, I manually check for holes in the mesh and correct them. I also correct any UV's that might get stretched or overlapped during the process. After that I combine the parts as they were initially and export the nif.
Hey. Can you describe the optimization in more detail? How exactly do you work in blender? What version of blender you are using? Did you do it automatically with plugins or manual re-topology and manual UV unwrapping? If you using plugins, can you write its name?
Thanks for your work! It's pretty rare for people to deal with meshes in a game.
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How do you go about optimizaing meshes, anyway? What software do you use?
Once imported the mesh in blender, I remove duplicate vertices and convert from tris to quads.
I split the mesh into parts and use for each part the blender decimate modifier because each part has a different polygon density.
After I apply the modifier, I manually check for holes in the mesh and correct them.
I also correct any UV's that might get stretched or overlapped during the process.
After that I combine the parts as they were initially and export the nif.
Thanks for your work! It's pretty rare for people to deal with meshes in a game.