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ex_dwrv_statue00
- Reworked normals, with some sharp faces around the eyes and mouth. Unsure how appropriate those are, as this is supposed to have been weathered for entire eras.
- Removed 32 duplicate faces.
- Corrected flat shading on spear shaft.
- So. Much. UV. Correction.
- Corrected bad choices of triangulation.
- Adjusted left thumb to avoid mesh self-intersection.
- Booleaned meshes to avoid intersection calculations and overdraw.
- Miscellaenous vertex merging.
- Reworked collision mesh
-- removed sharp edge markings
-- changed top of head from triangle fan to max area topology
-- added section for the halberd blade
-- added an edge loop in the head section to enable making the collision mesh closer to the statue (the Nerevarine can now stand on the shoulder of this very specific giant)
-- added edge loop around halberd shaft
-- split collision mesh into five pieces
-- Was 118 tris, now 172
- Created several LODs.
-
- LOD0: 2354 tris, 3 draw calls. LOD1: 1800 tris, 2 calls. LOD2: 654 tris, 1 call. LOD3: 317 tris, 1 call.
- Vanilla 112990 bytes. New: 178206. (58% increase)

Version with vertex colors to imitate ambient occlusion is available, but not included as there is no identical mesh with such, so MOP rules don't allow it.

ex_dwrv_cosmos00
- Simplified collision mesh.
-- Why it exactly matched the visual mesh when literally nobody can ever walk on it, because there's a Dwemer Statue there blocking it, I have no idea. The part which can be walked on is too narrow for the player collision box to let them drop a bit. (Didn't change that, in case someone wants to use a mod which reduces the size of that box or if a mod uses it without a statue -- or, if like Tamriel Rebuilt, scales it up or the statue down to fit), but it's still silly.)
-- Previous MOP version 176 tris, now 80.
- Adjusted UVs to minimize stretch and islands.
- Added LODs.
- Vanilla: 16382 bytes. Current MOP: 12958. New: 20020 bytes (22% increase over vanilla, 55% increase over previous version.)

	- Reworked normals, with some sharp faces around the eyes and mouth. \
	- Removed 32 duplicate faces.
	- Corrected flat shading on spear shaft.
	- So. Much. UV. Correction.
	- Corrected bad choices of triangulation.
	- Adjusted left thumb to avoid mesh self-intersection.
	- Booleaned meshes to avoid intersection calculations and overdraw.
	- Miscellaenous vertex merging.
	- Reworked collision mesh
		-- removed sharp edge markings
		-- changed top of head from triangle fan to max area topology
		-- added section for the halberd blade
		-- added an edge loop in the head section to enable making the collision mesh closer to the statue (the Nerevarine can now stand on the shoulder of this very specific giant).
		-- added edge loop around halberd shaft to enable splitting
		-- split collision mesh into five pieces
		-- Was 118 tris, now 172
	- Created several LODs.
	-
	- LOD0: 2354 tris, 3 draw calls. LOD1: 1800 tris, 2 calls. LOD2: 654 tris, 1 call. LOD3: 317 tris, 1 call.
	- Vanilla 112990 bytes. New: 178206. (58% increase)

ex_dwrv_cosmos00
	- Simplified collision mesh.
		-- Why it exactly matches the visual mesh when literally nobody can ever walk on it, because there's a Dwemer Statue there blocking it, I have no idea. The part which *can* be walked on is *too narrow for the player collision box to let them drop a bit*. (Didn't change that, in case someone wants to use a mod which reduces the size of that box or if a mod uses it without a statue -- or, if like Tamriel Rebuilt, scales it up or the statue down to fit), but it's still silly.)
		-- Previous MOP version 176 tris, now 80.
	- Adjusted UVs to minimize stretch and islands.
	- Added LODs to eliminate alpha blending and reduce draw calls.
	- Vanilla: 16382 bytes. Current MOP: 12958. New: 20020 bytes (22% increase over vanilla, 55% increase over previous version.)
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