



Having spent some time with Skyrim Special Edition, I would like to share my initial impression of this enhanced port to the current console generation. The passage of time is rarely kind to game visuals, and as amazing as Skyrim looked when it was brand new, there are many titles on the current console generation that make it show its age. Five years later in 2011, the follow up Skyrim was unleashed onto the world and the impressive visuals of Oblivion didn’t seem so impressive anymore. Ten years ago The Elder Scrolls IV Oblivion made its debut on the Xbox 360 and its graphics, along with the massive scope of its world, were extremely impressive at the time. I never bothered reducing the poly count of any meshes after I have "repaired" and edited them and I have not encountered any problems.Five years is quite a long time as far as video game advancements are concerned. Is everyone running the same outdated crappy poly reduction script or something? That might make sense for Bethesda and vanilla assets, but when custom outfits easily have 95% of their file size being from HD textures, you gain practically nothing from simplifying the mesh. As it stands, I have to remake at least 50% of the mesh from scratch when I want to simply "edit" a mesh. What's the explanation for this? I know nif models have to be made entirely out of triangles, but if you're working with quads, they can be easily broken into tris in a manner that still gives you regular shapes. It's not like it's the Blender import script that's doing this either, as the polygonal nightmare is clearly visible in both nifskope and outfit studio. In a simple, plain T-shirt, you can have one giant triangle that stretches diagonally across the chest and then a whole bunch of tiny triangles arranged haphazardly right under it. It seems like the mesh of every Skyrim character mesh I've tried opening up, vanilla or custom armor, is a total mess of asymmetric triangles.
