|Welcome to ME-For-XNA. We welcome anything MASS EFFECT and 3D (preferably XNA Lara) related artwork. Please familiarize yourself with these few guidelines.|
Must be a member to submit art.
This is an XNA Lara artwork group for the MASS EFFECT games only. Please submit only XNA Lara and co. works of ME.
Please put your art in the correct folders.
Adult is allowed, but please put it in the "Adult" folder.
Please be courteous and kind to others.
For the most part everything is automatically approved.
Please submit ONLY your best work to featured.
You're allowed to submit as much as you want.
Feel free to use other rendering programs, but make sure you have used XNA Lara (referred to as XNA and co.)
Refer to folder descriptions for clarification on what can be submitted.
Place custom Shepard's in the "Mass Effect" folder.
ME3 High Resolution Background ScreenshotsSo most people who have been visiting my page already know about these but I thought I'd publicize them a bit more by submitting this to various Mass Effect group that I belong to. As the title says, I've made and compiled a series of Mass Effect 3 high resolution screenshots (1920 X 1080). These can be used as backgrounds in 3D renders made with XPS, 3ds Max, Blender, etc, or with any other type of digital artwork as well as for references.ME3 High Resolution Background Screenshots by AlienFodder
The amount of screenshots has significantly increased over the past few weeks since I've been playing ME3 again and I'm about half way through the game (not including the DLCs). So far, locations include: the Normandy, the Citadel, Mars, Grissom Academy, Surkesh, Benning, the Rachni mission, Noveria, Tuchanka, Eden Prime, the Silversun Strip and Shepard's Apartment. A lot more will be added in the coming weeks.
If you use some of those backgrounds for your work, I would really appreciat
ME to XPS: 13. Extract ME3 DLC's and HR texturesI will start with High Resolution textures:ME to XPS: 13. Extract ME3 DLC's and HR textures by Melllin
As you now probably know, textures in Mass Effect games are not very HR.
The best source of high res textures are .tpf files, which you can load into game with TexMod program.
But how to export textures form tpf files?
In here comes ME3 Explorer.
When you open it, under "Tools" tab you should have "TPF Tools/Instaler".
You can use this option to export textures from tpf files.
!WARNING!: Textures in tpf files are stored (or should be) in same format as original in game textures and this is dds.
This format can give you some problem, and that's why you have "Direct X Texture Tool".
This program will allow you convert original dds files into dds files openable in Paint.NET.
Some textures you will be able to open in Paint.NET right away, but some other will give you errors.
All dds files have there inside format (way that texture is saved and compress), here you have list of frequently used formats:
DXT1 - mostly used in diff tex
ME to XPS: 12. Custom Shepard 5: Finishing ShepardIn last part we end up with psk files of all head parts.ME to XPS: 12. Custom Shepard 5: Finishing Shepard by Melllin
Before starting this part of tutorial export to XNALara hair and an outfit for your Shepard.
Open Blender 2.49b.
Basic operations (windows, sizes, selecting), are same as in Blender 2.68a, so I will not go through that again.
Now, how to import multiply psk files to Blender 2.49b?
Open "actorX-Blender249-importer.blend" file same way as before.
And when you will get to list of psk files, simply select all psk files you want to import.
If all of psk file will have same bone structure, Blender will load it only ones.
But if psk files have different bone structure, Blender will load only one, which will be assigned to psk file loaded as last one.
!WARNING! This script can crash it it will be used, when 3d view will already have some models.
All head parts psk files have same bone structure, so don't worry. Load all parts at ones.
After they will be loaded they may not have textures on them. D
ME to XPS: 11. Custom Shepard 4: Editing HeadFor edition of default Shepard's custom head model we will use Blender 2.68a.ME to XPS: 11. Custom Shepard 4: Editing Head by Melllin
You will need 4 window in it:
I suggest this setting of windows:
I will go through process for one part of head (Scalp), you will need to repeat this for other parts (face, eyes and lashes).
First load psk file with head model to blender.
In 3D view window make sure that is selected "Object mode".
Then make sure that mead model is selected (it should have orange border)(you can, but don't have to select bones too).
In Proprieties go to "Object: Object" tab (it looks like a cube) and scroll down. There you should find "Mass Effect face importer" addon.
In first part (named "Mass Effect head") you need to find ".me3headmorph" you exported from ME3 Gibbed save editor.
Then simply click on Import HeadMorph and watch Head changi
ME for XPS: 9. Custom Shepard 2: PaintNET extendedAs you know already custom Shepard's head have 4 meshes in it:ME for XPS: 9. Custom Shepard 2: PaintNET extended by Melllin
You need to prepare set of textures (for now beta versions) for them, before we will move to head model modeling.
I will give you my recipe for fully ready textures, but you will probably like to edit them after everything is ready.
You should have 1 texture for lashes, looking like this:
Female Lashes Male Lashes
Rename it, by adding "_diff" and the end (or any other way you want).
Now you need to create a copy of this texture and change in it's name "diff" to "norm".
Open both textures in Paint.NET.
In "Norm" one use creating norm map option. I suggest settings: X:0,2; Y:0,2; Z:0
In "Diff" one use image as alpha mask for pure
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