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Old 29th March 2012, 01:30 PM   #121
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@colbs... Like this?

Attachment 56787
yes thank you
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Old 29th March 2012, 01:31 PM   #122
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could you do one of the ceberous fighter as well?
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Old 29th March 2012, 02:54 PM   #123
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Default Cerberus Fighter

The Cerberus fighter seems a little more "heavy" than the Alliance version. It also sports folding wings... (As in the wings actually fold up against the sides of the fighter - much like some models of plane on an aircraft carrier.)

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Old 29th March 2012, 03:29 PM   #124
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awsome thnx again
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Old 29th March 2012, 04:32 PM   #125
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Do you have From Ashes? Javik would be a good one to have as well.

Also I'd imagine for meshes sharing colour variant versions of the same mesh like the Krogan armours, the red/blue/green texture is an ID matte for diffusing values through the maps. You need to diffuse the same shade of red through to get that result. I'd have to see the textures to set it up tho.
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Old 29th March 2012, 06:27 PM   #126
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Yes, so far I have only been able to find the Prothean VI...
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Old 30th March 2012, 05:26 AM   #127
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Any idea when these new things will be released? Not trying to rush you -- just can't wait to get my hands on EDI. Ulp -- that sounded weird.
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Old 30th March 2012, 10:19 AM   #128
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Have to find her visor first... but I will put her together with Eva (The android's original human infiltration look).
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Old 30th March 2012, 10:49 AM   #129
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Javik is in the main content folder. BioH_Prothean_00.pcc
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Old 30th March 2012, 11:22 AM   #130
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Yep.. got him last night, plus a couple of the other objects I was missing. Thanks.
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Old 30th March 2012, 03:31 PM   #131
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Default ManShep and FemShep

Here are the default male and female versions of Commander Shepard - still looking for the right texture for her hair though...

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Old 30th March 2012, 07:04 PM   #132
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i don't know if you can but do you have the textures from mass effect two, like the loyalty and DLC ones? in particular I'd like to see grunt, thane, and Miranda

also how do you get the files from the disks
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Old 30th March 2012, 07:06 PM   #133
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odds are it sthe pc version not the consoles
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Old 30th March 2012, 08:23 PM   #134
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odds are it sthe pc version not the consoles
is there any way to get them off the console disks?
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Old 30th March 2012, 08:29 PM   #135
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probably but im sure there isnt any programs/devices out in retail for it
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Old 30th March 2012, 10:18 PM   #136
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@sparten gage - Well, there's a couple of ways you could go about it... One, you could go to the DOWNLOADS section of this website and in the Games section you will find a lot of Mass Effect 2 models, including Miranda and Jacob.
Alternatively if you are looking for something else, you can always do a search for and download the Mass Effect 2 Hi Res texture pack that is available.
Yes, I am ripping the files on the PC version - which is very straightforward as they are simply UNREAL engine files, the tools for which are freely available on the net, since a lot of people like to mod UNREAL engine games.
I am going to make these available for download as A) They are cool B) It's a great way to study how in game assets are professionally constructed C) Someone might want to use these low res assets as the basis for making some cool hi res models - especially of the various ships.
I have no experience with extracting files from console disks - probably need some sort of xbox hacking tools - its waaay easier to just use the PC version, since you'll need them on the PC to do anything with them anyway.
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Old 31st March 2012, 12:42 AM   #137
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Default Cerberus

The pro-humans CERBERUS forces, led by The Illusive Man (TIM).

Still need to work on getting the luminous lights on the characters working.

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Old 31st March 2012, 05:17 AM   #138
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I took a quick look at Wrex this morning and as expected his armour textures are designed with variation in mind. The default armour is grey, and each channel of the RGB maps contains specific details which colours set within the game engine can then be filtered through to give you as many coloured variations of the same textures as you like. It's just a clever way of using less textures in the game.

So I separated out the different channels and plugged them back into the LW export as individual textures and diffused a red colour through them to get something that looks pretty similar to Wrex's in game armour. I did the colour without looking at reference so it's not exact.

If I were using Maya I'd know how to extract individual channels of an image to use as masks but I dunno how to do it in Lightwave. If there's an easy way to do that you needn't separate out the texture channels for a public release version



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Old 31st March 2012, 06:20 AM   #139
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Originally Posted by Meurig View Post
I took a quick look at Wrex this morning and as expected his armour textures are designed with variation in mind. The default armour is grey, and each channel of the RGB maps contains specific details which colours set within the game engine can then be filtered through to give you as many coloured variations of the same textures as you like. It's just a clever way of using less textures in the game.

So I separated out the different channels and plugged them back into the LW export as individual textures and diffused a red colour through them to get something that looks pretty similar to Wrex's in game armour. I did the colour without looking at reference so it's not exact.

If I were using Maya I'd know how to extract individual channels of an image to use as masks but I dunno how to do it in Lightwave. If there's an easy way to do that you needn't separate out the texture channels for a public release version



I think you can use colour scaler nodes to extract the red, green and blue channels, is that what you meant?
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Old 31st March 2012, 01:51 PM   #140
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Best results I have had so far use a gradient set to "use previous layer" to filter various colours through the texture... also, it looks like all the luminosity values for things are in the alpha channels... and because Lightwave reads alpha channels inverted... well its a pain. Will probably have to strip the channels out into separate textures, or... gulp... delve into lightwave's nodal textures more.
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Old 31st March 2012, 10:30 PM   #141
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Default Alliance Forces

Unable to locate the Alliance colours for the female trooper...

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Old 31st March 2012, 10:49 PM   #142
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I tend to just pull the texture apart in Photoshop, then apply the various layers to channels in Lightwave. It's worked for me so far. As for Wrex I just painted the colors in PS.
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Old 1st April 2012, 01:21 AM   #143
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@zippy, looks good.

Here's the Geth - the dreadnought is huge...

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Old 1st April 2012, 02:17 AM   #144
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Default Size Comparison

To give you an idea of how big the Geth Dreadnought is, I put it between the Normandy SR-2 and Sovereign. Sovereign is officially stated as being 2km long.

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Old 1st April 2012, 05:13 AM   #145
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How did you come up with the size for the Geth ship and the Normandy 2?
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Old 1st April 2012, 05:30 AM   #146
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Quote:
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To give you an idea of how big the Geth Dreadnought is, I put it between the Normandy SR-2 and Sovereign. Sovereign is officially stated as being 2km long.

Attachment 56869
Holy... I knew the Geth Dreadnought was large, but not that large, I expected it to still be significantly smaller than Sovereign, but it looks like it might have more internal space.
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Old 1st April 2012, 12:25 PM   #147
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@sumisu55 - That's just how big the models are in comparison to one another! It's no wonder the Quarian fleet was having problems with it.

OK... I'm away for a week, so won't be releasing anything til I get back.
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Old 2nd April 2012, 05:22 AM   #148
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Can I have Miranda? She's cute I don't have LW though. I have only Maya currently :-/
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Old 11th April 2012, 02:18 PM   #149
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@Kerem - you can already download Miranda from ME2 - Resources / Downloads/ Meshes / Game Related / Mass Effect
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Old 12th April 2012, 10:35 AM   #150
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Can I have Miranda? She's cute I don't have LW though. I have only Maya currently :-/
hehehe

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