Full body screen cap search
#1
Posté 02 septembre 2012 - 08:56
My goal is to get a good screencap of femShep in a full body shot with her pistol out so I can use it as a basis model for some of my own artwork.
There are lots of those in the cinamatics but most of them are close up shots. I know I've seen them in the game but I cannot recall where and when in either ME2 or ME3 storyline. If anyone can recall particular scenes that might have what I'm looking for I'd appreciate the heads up.
#2
Posté 02 septembre 2012 - 09:31
Profile view, end of Zaeed: The Price of Revenge (Paragon).
Mostly head-on view, near end of Thane: Sins of the Father.
If you're not all that stringent on what "full-body" means (i.e. the bottoms of legs being cut off is fine) then I can provide a lot more examples.
#3
Posté 02 septembre 2012 - 01:06
#4
Posté 02 septembre 2012 - 09:21
Anyway.
"I've got one bullet. Where do you want it?" Renegade dialogue option at the beginning of Dossier: The Convict. Technically, you pull out your SMG here, but it looks basically the same as a pistol if you bring the Shuriken.
The infamously semi-derpy confrontation with Captain Enyala and Niket in Miranda: The Prodigal.
Shot from between the Shadow Broker's horns near the end of Lair of the Shadow Broker.
At some point I'll probably go through ME3 and get a zillion screencaps from that, too.
#5
Posté 03 septembre 2012 - 04:50
#6
Posté 03 septembre 2012 - 06:24
amount of screenies of femshep & co through all Mass Effects
(400+).
I’ve uploaded a few
to the album thingy here

this the kind of thing that you're after?
EDIT: oops, i didnt realise how poor the quality was, sorry, try this
http://i.imgur.com/8smZp.jpg
feel free to PM me if theres a particular pose that you're after as i'm about to do a(nother) ME2 playthrough with femshep and I take LOTS of screenies using Fraps, flycam, timestop and
different FOV along with a few armour mods
Modifié par FlashMonkey, 03 septembre 2012 - 06:30 .
#8
Posté 03 septembre 2012 - 09:59
Your best bet (outside of staging scenes with third-party software like Mr Massakka suggests) is probably from ME2, and Renegade choices may open up more opportunities, as many of those involve shooting or pistol whipping or otherwise closer-quarters altercations. The few universal pistol shots in the ME2 and ME3 (I didn't start shooting and editing video of the games until ME2, I have none from my ME1 runs) are tighter shots on Shepard that don't include her feet.
There are a few exceptions, but I can count on one hand how many pistol scenes that include Shepard's feet are in ME3, and many of them she's not pointing her gun at someone. There's one scene in ME3 (Cerberus Headquarters) where your chosen/wielded weapon is included in a full body shot, but it's top down with a slight tilt to it. I'll post an example below (I wasn't using a pistol at the time though).
Armoured or not is also a question, since some pistol scenes (notably in ME3) she's wearing fatigues or casual clothes.
Gosh, I wish I was further along in my editing. I probably have what you're hoping for, but I have 800Gb of soundless film between ME2 and 3 yet to edit so I'm missing a ton of footage in still-form. Here are a few ME3 examples (one or two may include a rifle in lieu of a pistol) that you're welcome to use or discard as you see fit. Apologies if they're not much help (too much video unedited still). I also removed doubles of variations previously posted (e.g., Zaeed).
(These are M3, chronological for the most part).
Checking a pulse, full body, handgun drawn, crouching]
Handgun drawn, full body, gun at rest, sliding 1of2
Handgun drawn, full body, gun at rest, sliding 2of2
Checking the wounded, above the ankles handgun drawn but pointed down
Climbing, full body, gun drawn and at rest, but not a pistol
Showdown with the Bloodpack, full body reference shot, no gun, ankles and up 1of3
Handgun drawn, shooting, classic Shepard pose, above the knees 2of3
Handgun drawn, pointing, different aspect/tighter profile, above the knees 3of3
Full body, handgun drawn, full body frontal shot with squad fanned out
Above the knees, different aspect of the above shot a few moments into the scene
Above the ankles, Kei Leng's escape at the Citadel, gun pointed down
Udina showdown, full body, handgun drawn and ready but pointed down
Full body, disembarking from the Kodiak shuttle, but a rifle
Chasing down Kei Leng at Thessia, full body, arm in swing gun pointed down
First taste of defeat, Kei Leng escapes with VI on Thessia, full body shot, handgun pointed down
Meeting Miranda on Sanctuary, below the knees, handgun drawn but at rest
The aerial view, active-weapon full body shot I was talking about, Cerberus headquarters, not a pistol in this shot though - example shot only - can acquire
Above the ankles, rifle drawn but at rest, guard duty
Modifié par N7 Lisbeth, 03 septembre 2012 - 10:18 .
#9
Posté 04 septembre 2012 - 11:25
Mr Massakka, what's the learning curve of the program you refer too? And where would you see it best to acquire a crash course in its usage?
#10
Posté 04 septembre 2012 - 07:17
Then the xnalara/xps program has a real small and flat learning curve. If you don't need precision posing, lightning and rendering, and only the pose for a drawing reference you don't even need a tutorial to use it.
You will figure it out yourself with these few advices:
- If you have problems running it, you possibly first have to download the xna libraries/xna game studio off microsoft. Free of course.
- The downloaded models usually come in a .zip and can generally be extracted to the XPS/data folder
- to load models, scenes, lightning: use the upper menu
- to pose: select a limb on the model (marked with points) and change the sliders located to the right.
- other information and a large variety of models can be found here: http://xnalara.deviantart.com/
If more questions come up, you can contact me via PM.
#11
Posté 05 septembre 2012 - 03:11
The only resource in getting getting screenshots from players would be unique faces, recognisable action shots or situations, and lighting effects/angles.
Modifié par N7 Lisbeth, 05 septembre 2012 - 03:13 .
#12
Posté 17 septembre 2012 - 12:45
i set up the bulk package extract using umodel through the command prompt... so not to shabby following instructions...
i really feel i don't have what everyone else is talking about in my 'cooked pc' but probably not looking i the right way or place..
i wondered if there was a list of the actual lines of code/files that i needed to look for and try to extract that would at least give me a fighting chance of putting toghether a femshep model?
any help you can give would be great, been trying on and off for quite a few weeks to get this sorted and once i do that i have to work out how to use 3ds
#13
Posté 17 septembre 2012 - 09:14
EDIT for formatting. Links fixed, hope this helps.
To import meshes to Max, you'll need proper ActorX script. JeanLuc has wrote a simple tut here.
To get to know a bit about materials, understand how is the game using and applying them, I recommend seeing this nhaneh's tutorial.
Also nhaneh wrote a script that allows you to import your custom Shepard's headmorph to Max. An acquaintance of mine modified the script to import ME2 headmorphs too, but she hasn't published it yet.
Mind that we can't export all characters from the game. NPCs like Aria, Chakwas, Steve, are like custom Shepard - their heads are basically morph data loaded onto one base head shape, so they don't have their own like Miri for example. We don't know how to extract and apply that data yet, but I have seen a Kelly Chambers floating around, can't find the source and the method she was obtained though (the other method is to rip static head mesh with certain tp programs, and then rigging it (applying bones and weights from other model, but it's a procedure for advanced users)).
Extracting ME assets is quite easy, you need to do some small research though for getting to know which files contain which elements. I'll briefly list some:
Files with HMF in names are meshes and/or textures for female characters/Shepard
Files with HMM in names are meshes and/or textures for male characters/Shepard.
(Mind that FemShep sometimes uses same armor textures as MaleShep).
Files with ARM in names are meshes and/or textures of armors and clothing (CTH, HVY, NKD, SHP - abbreviations should be self explanatory).
Files with HED in names are meshes and/or textures of heads/eyes of Shep/various characters.
Files with HIR in names are meshes and/or textures of hair of Shep/various characters.
Packages with "Alignment" in name contain textures and effects of Shepard's facial scarring.
Packages with BioA prefix usually contain static meshes/textures of game levels.
Packages with BioD prefix usually contain static and skeletal meshes/textures of game levels and characters that appear in those levels (example Miranda, Jacob, Thane, Anderson and so on...).
Some squaddies have their own files, for example Liara:
BioH_Liara_00 - Liara's head+white coat+textures
BioH_Liara_01 - Liara's head+white armor+textures
Analogically, for other squaddies, Ash, Kaidan, Marine (James), etc. Mind that James' casual uniform is stored in levels he appears in, thus few BioD files. Also Kaidan's casual uniform is the same other male characters use, thus in BIOG_HMM_ARM_CTH_R file.
Packages with SFXCharacter prefix contain elements of classes (for example tech armor for sentinel).
Packages with SFXPawn prefix contain meshes of enemies.
Packages with SFXPower prefix contain powers.
Packages with SFXWeapon prefix contain meshes and textures of weapons.
Packages with "MP" in names contain multiplayer characters/powers/weapons/levels.
Those packages also contain shaders, animations and bunch of stuff I have no knowledge of. If you're using GUI for Umodel, you can see those by yourself.
Modifié par AkodoRyu, 17 septembre 2012 - 02:41 .
#14
Posté 17 septembre 2012 - 01:15
yes i probably confused myself with too much information from too many different sources
seriously thank you
edit: this link went to a 404 error page... really want to be able to work with my shep's head
Also nhaneh wrote a script that allows you to import your custom Shepard's headmorph to Max.
Modifié par ddraigcoch123, 17 septembre 2012 - 01:18 .
#15
Posté 17 septembre 2012 - 07:50
first time I’ve tried with ME2, just loaded on, but same sticking point with
ME3… whatever I do it just wont export into a fresh file as TMG or whatever
other file types I need to then find in 3DS Max… honestly pulling my hair out
here!!!
FOLLOWED THE TUTURIAL AS FOLLOW
Hello again… soooo this is where I get stuck… this is the
first time I’ve tried with ME2, just loaded on, but same sticking point with
ME3… whatever I do it just wont export into a fresh file as TMG or whatever
other file types I need to then find in 3DS Max… honestly pulling my hair out
here!!!
8) Next, type in cd C:\\\\umodel and hit Enter. (C, D, E
etc depending on your hard drive letter).
9) Now, you've successfully navigated to your uModel folder. To
extract the data from the .pcc file, open Explorer and click on the .pcc file
you put in the uModel folder (KEEP COMMAND PROMPT OPEN!).
Right-Click, and go to "Rename." Then, highlight the ENTIRE file
name (including the extension .pcc). Right-click again, and hit "Copy."
10) Now that the file name is safed to the Clipboard, all you need to do
is go back to Command Prompt, and type:
umodel -export "nameofthefile.pcc"
Swap out "nameofthefile.pcc" for your file simply by hitting Spacebar
after "export," right-clicking, and hit Paste.
11) Hit Enter and uModel will extract any compatible files and put them in
a separate subfolder. Congratulations! You just extracted a model!
THIS IS WHAT I GET IN THE COMMAND PROMPT BOX WHEN I GET TO
THIS POINT
C:\\Users\\comp>umodel –export BIOG_Female_Player_C.pcc
Found 2434 game files <14462 skipped>
ERROR: unable to find/load package BIOG_Female_Player_C.pcc
Modifié par ddraigcoch123, 17 septembre 2012 - 07:52 .
#16
Posté 18 septembre 2012 - 06:56
If I can recommend something, do not copy/rename/move any packages to other folder for extracting. They need to be in the same folder as the .tfc files that contain textures.
The easiest thing to do is to get a GUI for Umodel (it's on the end of the first post), put it into one place with umodel files and lauch it from there, navigate input (your CookedPCConsole) and output (where the unpacked files go to) folder, and then just right click the .pcc package name and pick "export".
By the way, BIOG_Female_Player_C doesn't contain anything interesting. You should be looking at:
BIOG_HMF_HIR_PRO (hair)
BIOG_HMF_HED_PROMorph_R (heads)
BIOG_HMF_ARM_(either CTH/HVY/NKD/SHR)_R (bodies)
Modifié par AkodoRyu, 18 septembre 2012 - 07:24 .
#17
Posté 18 septembre 2012 - 07:10
#18
Posté 18 septembre 2012 - 08:02
AkodoRyu wrote...
Make sure you're using latest version of Umodel.
If I can recommend something, do not copy/rename/move any packages to other folder for extracting. They need to be in the same folder as the .tfc files that contain textures.
The easiest thing to do is to get a GUI for Umodel (it's on the end of the first post), put it into one place with umodel files and lauch it from there, navigate input (your CookedPCConsole) and output (where the unpacked files go to) folder, and then just right click the .pcc package name and pick "export".
By the way, BIOG_Female_Player_C doesn't contain anything interesting. You should be looking at:
BIOG_HMF_HIR_PRO (hair)
BIOG_HMF_HED_PROMorph_R (heads)
BIOG_HMF_ARM_(either CTH/HVY/NKD/SHR)_R (bodies)
I have seriously been trying to figure this extrancting lark into 3ds for weeks on and off... and one post from you got me on track and now its working for me... so big thank you...
Now the fun begins and I just have to work out how to use 3dsmax





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