Hi Everyone,
Just going to use this Thread to keep track of what I am doing and give people a chance to feedback any issues or advice they may have with what I'm making (incase I'm doing something wrong and not knowing!)
Currently having a little issue with some of the end caps for posts, is there any real reason for having seperate ends on posts other then the problem of one texture per model, which if thats the case I can make some edits to the texture files to fit it into one file, to simplify things.

These are the currently finished pieces. I will do more tomorrow!
Ok So I have nobbled together a texture to use for all my posts and rope models, I've pretty much just copy and pasted existing textures into on file for my own uses.
This should allow me to combine all of the parts of my models into one piece, without needing to split them up due to texture requirements.
I'm hoping to use this to keep poly counts down and produce more solid models that cause me less issues during the conversions into .NIF files and less chance of having physics troubles.
If there is any reason this might cause other issues please, again let me know before I continue with more, as I would not want to waste other peoples time with the wrong work!
This is the first post made with a single object and the combined texture.
I added a rotten wood area to the texture as well so I can have holes in the posts where they are degrading for a bit of variaty.
You dont have to stick all the textures together (the one you remade has flattened the original normals) in nifskope u can have sepereate nitrishapes (for rope, post top etc) each with their own texture.
I really like the rotted parts.
when you do a batch of these can u save them together in a 3dsmax scene or and FBX so we can go over them then we can sort out of the nifskope stuff.
Ahh ok, yes that does seem like a better way of doing it on this end.
Alright then, I'll just worry about getting them remodeled and UVW mapped and get them all in one file rather then trying to get them more Game ready with Nifscopeing them to.
Would you believe that in my University course they never even mentioned working the normals?
I was thinking with the reducing down each object to a single mesh was that I could reduce the polycounts and have no holes in any of the meshes to make them more solid. Guessing that's not something that needs doing after all?
Thanks for the feedback though, its really helpful!
heres the best method:
Model everything together, including the tops of posts.
Then select the elements or surfaces that need different textures.
Detach them as different objects in the scene.
Apply each texture to it and UV it to look good.
Never ever move the pieces after this. As long as the vertices are in the same place, no holes will appear.
Normals are important, although skyrim engine does wash them out a bit. DO you have the original textures and normals i gave u?
And also did u get that 3dsmax tutorial I made?
For future reference U can get away with using less polies on the ropes.
BTw i included ripped rope parts that can be UVd to planes, for variance. Good luck, look foward to what u do next :)
Thanks Ravanna, Yes I got the tutorial and the textures you sent me. The ones named SW_Env2d_COM_RAV_TREERING for example. Those were the ones I used to make my own "all in one" texture map.
I am getting very nervous about how unoptimizied our textures are, so mapping to one texture, I fully recommend.
I mean I think 1024 for wood rings is very excessive. We need to be aiming for as little texture loads per scene as possible.
I've updated the main Claim thread with the latest, and I think we can close this one as I ended up posting everything to that thread and forgot to update this one!