Mass Effect 3 High Res Background Screenshots by AlienFodder, journal
Mass Effect 3 High Res Background Screenshots
So 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.
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 includ
ME to XPS: 13. Extract ME3 DLC's and HR textures by Melllin, journal
ME to XPS: 13. Extract ME3 DLC's and HR textures
I will start with High Resolution textures:
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 pro
ME to XPS: 12. Custom Shepard 5: Finishing Shepard by Melllin, journal
ME to XPS: 12. Custom Shepard 5: Finishing Shepard
In last part we end up with psk files of all head parts.
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 loa
ME to XPS: 11. Custom Shepard 4: Editing Head by Melllin, journal
ME to XPS: 11. Custom Shepard 4: Editing Head
For edition of default Shepard's custom head model we will use Blender 2.68a.
You will need 4 window in it:
-info
-3D view
-uv/image editor
-Proprieties
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.
-HMF_HED_PROCustom_MDL (female)
-HMM_HED_PROCustom_MDL (male)
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: Obj
ME for XPS: 9. Custom Shepard 2: PaintNET extended by Melllin, journal
ME for XPS: 9. Custom Shepard 2: PaintNET extended
As you know already custom Shepard's head have 4 meshes in it:
-Face
-Scalp
-Eyes
-Lashes
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.
First lashes:
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".
Ope
ME for XPS: 8. Custom Shepard 1: Info, extracting by Melllin, journal
ME for XPS: 8. Custom Shepard 1: Info, extracting
Part 1: Gathering information.
First thing you need is your Shepard face code.
Male face code: XXX.XXX.XXX.XXX.XXX.XXX.XXX.XXX.XXX.XXX.XXX.X
Female face code: XXX.XXX.XXX.XXX.XXX.XXX.XXX.XXX.XXX.XXX.XXX.XXX
As you can see female face code is longer. Why? In female face there is also info about her makeup.
You also need to know what is the level of Shepard's renegade scars (0 if non, 5 if full), because this info isn't in face code.
When you will have face code you need a Mass Effect 3 game save with this face code, so start new game with this code and get to the point, where you can save.
When you have Mass Effect 3 game save open
ME for XPS: 7. Paint.NET - basis by Melllin, journal
ME for XPS: 7. Paint.NET - basis
In here I will go through some basic functions of Paint.NET allowing you to edit textures.
Here you have set of my plugins for Paint.NET: http://www.mediafire.com/download/cu3u9i4p2h4nic6/PN.zip
1) Alpha channel to gray image - "Effects/Object/Switch alpha to gray"
2) replace alpha channel with copied image - "Effects/alpha mask"
3)Change any color channel to alpha channel - "Effects/photo/Channel mix effect", select alpha and change source for that color.
You can use this plugin for other channel operations too.
4)layer window:
a)add new layer (above current one)
b)delete layer
c)duplicate layer
d)marge layer down
e/f) move layer
ME for XPS: 6. Textures - basis by Melllin, journal
ME for XPS: 6. Textures - basis
As I wrote in last part there are 6 textures you will be using mostly:
1) Diff, or Difference - it shows colors you can see normally on the surface of the mesh.
2) Norm, Normal, or Bump - it is responsible for the distribution of shadows on the surface.
3) Spec, or specular - it shows a surface color, after reflection of light from it.
4) Emis, or Emission - it shows lights on surface (colors that are shadeless, despite lighting).
5) Environment, or Reflection - image you see in the mirror-like elements.
6) Light - it shows permanent shadows on diff surface (in mass effect there are no light texture, there are mostly pasted in diff text
ME for XPS: 5. Notepad - extended by Melllin, journal
ME for XPS: 5. Notepad - extended
At first we will go back through mesh settings in "generic_item.mesh.ascii" file.
Name of mesh first.
I told you to set Mesh name for "5_MyFirstXNALaraModel_1_0_0", but what does it mean?
First number stands for render group.
Render group is set of ways XNALara uses textures provided lower.
Here is list of renders groups I use for XNALara models:
4: no alpha in diff texture, 2 textures:
*)Diff
*)Norm
5: no alpha in diff texture, 1 texture:
*)Diff
6: alpha available in diff texture, 2 textures:
*)Diff
*)Norm
7: alpha available in diff texture, 1 texture:
*)Diff
10: no alpha, shadeless, 1 texture:
*)Diff
21: alpha, shadeless,
ME for XPS: 4. Notepad - basis by Melllin, journal
ME for XPS: 4. Notepad - basis
When you have your model exported from Blender to "generic_item.mesh.ascii" file it is time to edit that file in notepad and make it ready for opening in XNALara.
First open file in notepad, or other text editor.
Search file for "texture". One model can have many meshes in it so after the completion of one you will have to research fro next.
When you find "texture" text in it, it should be looking like this:
"
53.36053467 49.13814545 11.16253853
LeftHip-Swivel
0 # parent index
53.30055618 49.06779480 -11.17721844
Camera
0 # parent index
0.00000132 87.99998474 0.00000447
RHIK
0 # parent index
12.56253910 108.82629395 49.33006668