My first attempt with pauldrons was using the Royal Guard pauldron... except that the circle bit that goes over the armpit is redundant due to the silver and duke silver cuirasses already having that. So, the circle needs to be removed from the CL mesh and the ground mesh, http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/duke_pauld_alt_part.jpg.
Because I couldn't do that on my own, I explored the possibility of using the Templar CL pauldron. However, I'm not satisfied with how the "strap"'s UV map is tiled, like http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/duke_pauld_part.jpg. I would rather have the strap be one continual texture map, or mirrored across the top on either side (so, there would be a "front" and a "back" but they'd be the same... am I making sense?).
I've got the upper and lower arm for the pauldrons all set, by the way.
The next problem to tackle is the helmet. I do have a knock-up of a silver helm + plumes + the duke silver textures. But, I'm not really happy with it, so I tried to see what I could do with a plumed version of the Imperial helmet I've been working on. Applying the Duke Silver textures is very promising, but there are some instances where I want to use the pauldron texture, but I'm not able to because the helm uses all the same texture. What I'd like is for the map to be broken up so that I can assigned different textures to specific chunks, http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/imp_m_helm_plume.jpg.
The blue question mark and the sad face: Somehow I dun goofed up my Nifskope. Normally, the area my little arrow is pointing to would show the name/file path of the texture. Now, I have to go hunt around in Block Details, which slows me down a lot. Same deal with the Material property. How do I fix this???
If anyone is willing to take a shot at it, http://www.mediafire.com/?4cfb24yplq8gyak that need to be edited.