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July 31, 2012
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Mass Effect 3 EDI Alternative XNALara by SumireHaikuXNA Mass Effect 3 EDI Alternative XNALara by SumireHaikuXNA
Model: EDI alternative appearence (leather suit)
Game: Mass Effect 3

Head and scalp have enviroment reflection.
Visor is glowing, means you will see it "glow" if you lower the lights.

All rights reserved to Bioware and EA!

___________________________________________

No copyright infringement intended! I'm not redistributing these models for money nor anything. This is just for fun, I respect companies who work on every game and I only take credits for the extraction and convertion part. Please always credit the companies behind the models!

Download skydrive.live.com/redir?resid=...
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:iconxxshatteredrealityxx:
XxShatteredRealityxX Featured By Owner Apr 4, 2014  Student Digital Artist
I'm having trouble with her scalp diffuse in Blender. When I remove the transparency, the texture is solid black. :/
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:iconsumirehaikuxna:
SumireHaikuXNA Featured By Owner Apr 4, 2014  Student Digital Artist
What do you mean? Not sure about what you're trying to do. Might be because of the environmental map, but can you show me some screens?
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:iconxxshatteredrealityxx:
XxShatteredRealityxX Featured By Owner Apr 4, 2014  Student Digital Artist
When I delete the mesh, there's nothing underneath it. It's just one whole thing. And now it's showing up white for some reason, instead of black. I'm also having a problem with her eyes but I can easy fix that. But this is how it's looking: sta.sh/01um5lcp0ryb

I tried replacing the scalp texture with the one made by Just-Jasper, but the same thing happens.
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:iconsumirehaikuxna:
SumireHaikuXNA Featured By Owner Apr 5, 2014  Student Digital Artist
Yeah, it's a whole mesh using render group 26 for the environmental map, I made it a long time ago and still didn't know I could combine env and specular duplicating the mesh and lowering the opacity. Btw, I'm not sure why it's rendering like that. If you exported the model in obj, you should be able to apply the standard diffuse map correctly...
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:iconxxshatteredrealityxx:
XxShatteredRealityxX Featured By Owner Apr 5, 2014  Student Digital Artist
Huh. Well, I exported it as an .obj, but this isn't the first model I had transparency issue with. But another deviant and I collaborated with the model, and she didn't have any trouble with it in Cycles. Not a big deal, I found HQ textures for EDI so I can use those. Once I figure out how to open the file, that is. xD
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:iconreiko-himezono-lirka:
Reiko-Himezono-Lirka Featured By Owner Mar 1, 2014  Hobbyist Digital Artist
So I saw nobody else doing it on this page, but always heard people saying they wanted to know when their models where used. Then I did HERE. I also wanted to thank you for your useful answer about the meshmods. I didn't try it yet, but I'm sure it'll help. Nod And last thing, thanks for all your gorgeous models ! Clap 
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:iconsumirehaikuxna:
SumireHaikuXNA Featured By Owner Mar 1, 2014  Student Digital Artist
Very nice pictures :D
And well, I never asked to be credited or 'tagged' when people use my convertions simply because I have no rights over the models and I think the original game companies should always be credited instead. Of course I appreciate when people like my ports and use them in a good way like you did, but that is pretty much the reason.
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:iconreiko-himezono-lirka:
Reiko-Himezono-Lirka Featured By Owner Mar 1, 2014  Hobbyist Digital Artist
Well, good 'cause it can get annoying looking back for the authors of the mods after some time, especially when you can't remember who it was. ( But for Mass Effect, there's oddly very few models in my opinion. ) And thank you, it's far from being as good as yours, but I guess I'll need time. :D (Big Grin) 
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:iconanorexianevrosa:
anorexianevrosa Featured By Owner Sep 11, 2013  Hobbyist Artist
thanks!! how can i an environment  map in a model?
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:iconsumirehaikuxna:
SumireHaikuXNA Featured By Owner Sep 11, 2013  Student Digital Artist
You need to change render group to 26 and use three textures: diffuse, normal and environmental. You can also combine specular + enviromental if you duplicate the mesh and set the first one normally on render group 24 (or whatever) and the second one to 26.
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