More of the same. I'v added more roughness on leather and wood. The lowpoly verts now are up to 501 (previously was around 350) so more roundness on blades and no more skewed normal map in certain areas like before. The polycount still inferior to vanilla steel waraxe and without sacrifice detail or shape. The UV map is remade for more pixel density. It can be improved but I guess is good enough. I appreciate feedbacks.
(I wanna convert model and textures to skyrim format to see/adjust the final result. Please somebody link me the latest guides/tools/workflow, because I'm not sure if my bookmarks are up to date. Disclaim: best case scenario for me is exporting from Blender without installing 3dsmax or else. NVM, i did the mesh export in nif format. My problem now is the dds process: I export textures using gimp dds plugin but my mesh disappear if I apply dds textures under 'BSShaderTextureSet' with nifskope 2.0)
Any province team can use it as they fit. For me is just a 'generic', so. I making it for fun and practice after months of CG deprivance (Real Life sh*t in various shapes) , with bits of freetimes spent playing videogames, for these reasons I post here very rarely. Now I have more freetime than usual. I'll try to convert it to .NIF in the near future, meanwhile I polish my control on CG apps (I use Blender and substance painter).
Looks like a legit copy of Photoshop CS2 (and entire CS2 Adobe creation suite) can be downloaded from Techspot, even for commercial use -if I understand correctly-. There's some free plugins for PS very useful for assetts texturing (like 'combine normal' wich is compatible with CS2).
I dont like to be that guy... but: words like "textures" in error report give me a clue about lack of settings in texture and/or material in your custom mesh. Maybe "merging" your custom mesh with a vanilla nif give some "dodge" on some settings. For a quick comparison: move your custom mesh in 1st layer and vanilla mesh in a different layer, chech if both meshes are 1:1 inside texture/material tabs clicking between chosen layers.
Here the potential medicine for your exporting error
"Just wanted to close this out by first saying THANK YOU, and that by making a production-like folder structure for the export destination solved the issue!! I am beside myself with excitement. For others possibly running into this issue later, just make your work folder have the following structure: \[whatever path you want]\data\meshes \[whatever path you want]\data\textures Place your textures in the \textures\ folder, and load those into your material, specifically from that folder, and then export the NIF to the \meshes\ folder. Voila!"
from this topic http://niftools.sourceforge.net/forum/viewtopic.php?f=13&t=6165
Worst case scenario is triangulate keep some n-gons anyway. Try this: install a blender addon like "meshlint" or "mesh check" (google gives blenderartist topics) , then check if n-gons still affect your model even after triangulate.
If you dont like addons, here a manual method: in edit mode hit spacebar then digit Select Face by Sides > Set number of vertices in the panel and choose comparison method (greater , less than, equal).
My not-so-original and high redundant rappresentation:
mesoamerican influence can be used for ancient architectures claimed by Blackmarsh swamps, but are not of argonian's property: more like a present from an expired race of totally unknown appearance (not dwemer) . The cause of disappear may be a Flu ? This left argonians as main regional presence since they'v got immunity from disease.
Argonian society is formed by tribes. Maybe an ""equivalent"" of Skyrim holds: some "holds" are composed by elusive but highly territorial warriors/shamans savages, while other tribes are formed by skilled artisans/mages of high culture level with relationship to "outsiders". That should open the door to "outsiders" influence regarding house and weapon construction. This way weapon-sets with straight shapes are not precluded.
Architecture, dresses, weapons, armors, well... we should find something not inspired from real-world "esotic" cultures, or inspired very little.
(I'll take some ESO argonian concepts to keep linearity in sake of official lore: in the end future concept arts of mine shall show anyway a bit of mesoamerican influence. I hope to have more time and take access to my main rig soon).
I'v found this tutorial wich contain some info about scale issues too (I mean: when you export a mesh (f.e.) like a vase and it's 10 or 100 times larger in game than a vanilla vase used as a reference)
-EDIT- That's a ratio scheme wich could help to resolve scaling issues between Blender/3dsmax and Skyrim "game units".