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Asari concept art model by elyhumanoid Asari concept art model by elyhumanoid
- Mass Effect © Bioware
I have to say, I'm quite satisfied with the result. Spin, Slide and Bump  I love Asaris, so when I saw the concept art of some costumes I thought I could render one. I took this image as reference.
First I posed each model I needed in XPS. Then I sculpted a bit the nose and lips in Blender. I edited then the face texture in Photoshop. I found this awesome white marking in Taleeze's gallery (thank you!). The Vanguard\Infiltrator\Commando suit (which I modified removing the sleeves) and the head models are extracted by nach77, while I used Liara's romance model (extracted by HatOfAss) to provide the Asari with arms. I also created an alternative pocket on her arm as you can see. I actually don't know its benefit but I liked it aesthetically. LOL
Hope you like it :D

PS: If someone's able to convert this from Blender to xnalara\xps format, it would be GREAT.
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:iconwolvengra:
Wolvengra Featured By Owner Jul 8, 2014  Hobbyist General Artist
Okay... LOVE IT! :D Nicely done. :3
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:iconelyhumanoid:
elyhumanoid Featured By Owner Jul 9, 2014
Thank you!*_*
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:iconwolvengra:
Wolvengra Featured By Owner Jul 9, 2014  Hobbyist General Artist
You are quite welcome!
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:iconpadme4000:
Padme4000 Featured By Owner Jun 29, 2014  Hobbyist General Artist
really love the looks of this I'm curious though did you use models with bones in blender? just wondering as blender is what I use to make meshmods. Does the body still have its vertex groups for each part? if so I could give it an attempt for you even if it has no bones. 
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:iconelyhumanoid:
elyhumanoid Featured By Owner Jun 30, 2014
Aww, REALLY? :happybounce:  Nope. I posed each model in XPS, then I exported them in .obj format and worked in Blender 2.69. You use Blender 2.49, right? Since it's an .obj file, there are no bones :/ I could give you my .blend file with the model anyway. If you've got problems I could do all the process again, and keep every bone but the head - I don't think I can sculpt it again as it is now D:
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:iconpadme4000:
Padme4000 Featured By Owner Jun 30, 2014  Hobbyist General Artist
I can give it a go as the object file and see if it works right from that. and yeah I use 2.49 but as long as its an object file I should be okay to import it into 2.49

I mean if it doesn't work that way I could probably make the outfit the way you have as I have all the models you mentioned ported from the game so they are in their default format. then I should hopefully be able to apply vertex groups to the head you made which by the way I love :) 

just curious do you use xps to create all meshmods or do you use blender as well? 
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:iconelyhumanoid:
elyhumanoid Featured By Owner Jul 1, 2014
Alright, I'll send you an MP with my .blend file! :)
I usually use Blender, since I can't create working meshmods in XPS. This time I loaded those three models, hided the parts I didn't need and exported them into Blender 2.69. Every time I try to export a .mesh.ascii model from Blender 2.49 I've got errors or XPS doesn't recognize the model folder in the data list. D:
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:iconpadme4000:
Padme4000 Featured By Owner Jul 1, 2014  Hobbyist General Artist
What kind of errors do you get? Since it exports mesh.ascii it has to be imported into xps differently by loading generic item. Does it come up with an error then? Do the models have the same bone names? I find its much easier to make meshmods if they have the same names as you dont have copy bone weights or anything like that. You just get rid of the bits you dont need and edit the particles if they are showing over other parts. At least that is what i do for my meshmods. Its why i port the models myself now so they have the same bone names. Sorry for the questions just trying to work out if your error can be fixed. And sure will work on it as soon as i can. 
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:iconelyhumanoid:
elyhumanoid Featured By Owner Jul 1, 2014
Don't worry, you're helping me a lot! :) Aaksdhkaljshdk I didn't know I had to load the generic item. Now it works. But I sometimes get errors when I export some models. I tried to save a generic item copying its .png textures but I got an error: "Could not export mesh. Impossible to find the file *file name... .tga*", so XPS didn't save any image for that model. When I try to import it into Blender it says "script error". Sometimes it loads only bones, sometimes part of the armature, sometimes nothing LOL
I'll work on this bone issue and let you know. c:
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:iconpadme4000:
Padme4000 Featured By Owner Jul 1, 2014  Hobbyist General Artist
for the error that mentions the tga open the mesh.ascii in notepad or notepad++ just check if it actually is using any tga files. I've had this once where a model said it had a tga file but it wasn't actually in the folder. luckily for me however it existed in another folder so I just copied it over and it worked.

Yeah I've had it at times when it loads into blender with only bones or not bones at all. have yet to figure out those errors completely but its something to do with how it was originally exported I believe. but if you're loading a model only load the generic_item.mesh.ascii and never click the remove doubles button and same for export never click the multiple files button as they cause far too many errors. took me some time to realise that they had been part of the problem with some of my models.

but yeah its always easier to work with models that have the same bone names. however if not there is a way around it. for heads I delete any bones below the neck1 or head neck upper. I then do the opposite with the body. I delete the bones above neck or head neck lower. once I do this I merge the two armatures together. now this does require a little more work. as you may have to rename some of the vertex groups. like neck to head neck lower. basically changing those names to the new bone names. will be making a tutorial on that soon hopefully as its one of the things I do when the bone names are different. 
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