Mass Effect N7 armor edit

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  1. #1

    Mass Effect N7 armor edit

    I couldn't find legs, abs, or lower back, so I took what I found and put them all together in one file and added the abs, legs, and the details of the lower back. I'm going to use foam for the other parts including the calves, knees, and the main part of the lower back. I'm a bit bigger in the chest than you skinny guys, so I added some chunkiness to the chest, hopefully with room to spare. I also added cutouts to slip a belt through the ab plate for easier rigging. I've scaled this to my height 6'2", and I wanted to post it for anyone who wants it.
    I would give credit to the original modeler of the parts that I used to start with, but I suspect it's just an edit of the game rip. The helmet may be original since it's more detailed than the game file. Sign your pep files guys! :P

    (the box at the bottom is there for help in scaling)
    Download it here. Not unfolded yet.

  2. #2
    Once I have the time I could unfold this and post it here. When I unfold things like this I usualy put each Armor peice in to sections and Label them. It just makes it more easy to find pieces I think. I should start the unfold pretty soon though.

  3. #3
    this is awesome!

  4. #4

    I unfolded the torso parts. Get them here.
    Fits 6'2" height (if my conversion was accurate ), and for average build people, you can cut at the armpits and overlap for a better fit.
    Next up is the arms...

  5. #5
    wow, this cool.... thanks for posting this

  6. #6
    This is great thanks for posting it.

  7. #7
    can you tell me how to break down the model and i can unfold it

  8. #8
    Quote Originally Posted by Shadow_Slayer View Post
    can you tell me how to break down the model and i can unfold it
    If you have the full version of Pepakura designer, you can export the model in .obj format. Then you export each part as its own file.

    I'm working on redoing the abs and back, I don't like how they turned out. I'm going to use floating faces for the back details, and I'm going to make each ab plate a single part, so they can be attached to an undersuit for more flexibility. I'm editing the female armor too, so I'll post it here when it's done, but I need a good height for an average female to scale everything properly.
    The rest of the helmets/headgear are coming soon (even DLC stuff).

    Edit:
    Still editing, but...
    N7 Heavy armor - Abs, back, and legs.
    Download .obj
    Last edited by dung0beetle; Dec 4, 2010 at 4:49 PM.

  9. #9
    K thanks I do have the full version btw this will help me with the other models just let me know when this is done and I'll get to the unfolding

  10. #10
    But how do you you get each part separate?

  11. #11
    Oh nice. I'll be watching this. I've been trying to get/waiting to get files on a FemShep N7 Armour file for my first costume that I hope to make for April's Video Games Live concert.

    Have all the things (minus the strapping) I need for the armour for construction out of foam, just need to figure out how to add the strapping to make it all fit once I have it constructed.

  12. #12
    someone contact nintendude im sure if you ask him nicely he will unfold these hes a nice guy like that

  13. #13
    Quote Originally Posted by Shadow_Slayer View Post
    But how do you you get each part separate?
    In a 3d modeling program, delete all but one part, then export as .obj (or other pep compatible filetype), then do the same for each part. They will stay the same relative scale when opened in pep.

  14. #14
    Quote Originally Posted by dung0beetle View Post
    In a 3d modeling program, delete all but one part, then export as .obj (or other pep compatible filetype), then do the same for each part. They will stay the same relative scale when opened in pep.
    Does blender or max have a "separate" function? Or, an action that basically takes a model and separates the parts that don't share faces/verts?
    Only asking because that might save some time when breaking the model up.

    Btw: Thank you very much for sharing this file. I'm not sure if I will ever get around to building the N7 armor, but its a nice file nonetheless!
    Last edited by Hugh Holder; Dec 9, 2010 at 9:19 PM.

  15. #15
    What 3D modeling program is it? and sonic if your gonna try to get nintendude to unfold it its gonna be a loong time cuz i heard hes really busy for the moment

  16. #16
    Quote Originally Posted by Hugh Holder View Post
    Does blender or max have a "separate" function? Or, an action that basically takes a model and separates the parts that don't share faces/verts?
    In Blender, you can select one vert and then hit CTRL+L. That'll 'Link' instantly to every other connected vert on that part and highlight that bit for you. After that, it's just a case of inverting the selection (CTRL+I) and deleting everything you don't want. Hope that helps.

  17. #17
    Quote Originally Posted by Hugh Holder View Post
    Does blender or max have a "separate" function? Or, an action that basically takes a model and separates the parts that don't share faces/verts?
    Only asking because that might save some time when breaking the model up.

    Btw: Thank you very much for sharing this file. I'm not sure if I will ever get around to building the N7 armor, but its a nice file nonetheless!
    Hugh...

    There is not a "seperate" function in Blender persay like that....

    However... if the original model was created in sections, you can do this... go into edit mode (tab). In edit mode, you can hover the mouse over the particular part you wish to seperate. Hit the (L) key. That will select local object or group.... then hit the (P) key and seperate.... I have found with a great number of models that they are indeed created in seperate parts and this works well. After you get all the parts seperated, if you have some you want to group back together... just hold (shift) and right click to select the items... then CTRL (J) to join them back together...

    I really hope that helps... if you have other Blender questions, just shoot me a PM

    Cujo3131

  18. #18
    Thanks for the input guys. I don't personally use blender, I was just asking for the OP's sake. Now that I know this though, it would probably aggravate me to no end knowing there is just a button that does this for you in Maya.

  19. #19
    Mass Effect Daft Punk Helmet - or Joker's "I don't wanna go outside" helmet.


    It still could use a bit more cleaning up (there was a lot of junk inside it like the skullcap and mic boom), but it should work ok. I left the "glow" lines in for reference if anyone wants to put some el wire in it. Blacklight paint would work ok too. I took out the mic boom because it is too low-poly and too small to be useful.
    Download here.

    I'm still editing the armor, so it will be a few more days until it is where I like it.

  20. #20
    awesome! It looks really good!

  21. #21
    Hey dB, have you by chance done a high-poly model of the n7 or any of it's variants? If not, any chance one might persuade you to do so?

  22. #22
    Quote Originally Posted by Yodajammies View Post
    Hey dB, have you by chance done a high-poly model of the n7 or any of it's variants? If not, any chance one might persuade you to do so?
    That's what I'm working on. I'm trying to get all the details that are only on the textures put into the model itself. There are a lot of parts that will be strictly floating faces because they are too small to pep. For example, on the chest there's the N7 logo. Instead of having it as part of the mesh for the chest, I'm making it floating faces, so you can just use thicker cardstock or whatever and just glue it to the chest armor. It will also make the unfold of the chest smoother since the mesh doesn't have to compensate for the letter shapes.

    Update:

    Just so you guys don't think I'm slacking, I wanted to show the changes that I've made. I noticed that the armor that I was editing was not accurate in the overall shape. The neckroll was a little too big and some other things were off. I ripped the model from the game again and started over. I've added more details such as the grooves in the armor, added strap loops, and lots of floating faces for details. I'm still working on it, but I figured you guys would like to check it out. All of the black areas are floating faces except for the circle in the back. I just colored them to set them apart as separate objects.


    Update (again):


    There wasn't much to do to the legs (although I'm not finished with them), so I'm moving on to the arms. I'll use the ab section that I posted previously, since it's finished already. I'm going to redo the lower back I think. I'm not going to bother with the knuckleplates on this one. A few Scrabble tiles cut to size would work fine. I'm going to release a low-def version of the forearm because I've just started and noticed it's mostly going to end up as tiny parts similar to the jaw area of the Sharkmark IM helmet. The details can be cut out with a dremel faster than putting all the pieces together. The high-def version will be a "5" on the difficulty scale (1-5). I'm also going to only do the armored part of the boot. Since it has a strap thing going around the arch, simple boot tops (greaves or boot covers) will work for the calf section since the calves are one of the most difficult parts to make fit.
    Last edited by dung0beetle; Dec 20, 2010 at 6:33 PM.

  23. #23
    It's looking amazing. I can't wait to see what you can do for the Female N7 Armours.

    Hoping to start on something soon with my foam that I have stocked in my room at the moment. Costume contest in April I hope to get into.
    I should start reading up some things to prepare getting ready for this.

    Keep up the great work!

  24. #24

    Female armor ready for unfolding.
    Download!

    I didn't add detail to the ab section because adding a couple of foam strips will be easier to manage than assembling the small bevels. For the hd forearm plates, you can use the ones from the male armor when I'm finished editing it.

  25. #25
    ill get to this right away.. nice job dung

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