For anyone looking to get into meshing with Blender...it is very doable (Adam and this Miranda mod is entirely Blender) but there are quirks to get used to. Keep these web pages in mind and close by for reference for modding:
Largon's tutorial on meshes with multiple UV maps:
http://me3explorer.f...ender-t898.html
At the end of this I would add that you either have to go to layer 1, click on the "View" menu at the bottom and select "Show all layers" before you export to psk OR (my preferred method now), select each separate object (show all layers) with Shift pushed and in their correct order (depends on the mesh and how its parts are listed originally in the pcc) and then hit Ctrl-J to join all the elements into one single object. This will export as psk just fine.
Largon mentions in the tutorial that he has also exported fbx format (and UDK will import that) BUT when I did that, while everything looked perfect in UDK, I noted that there was 1 extra bone listed (?). I have no idea what or where this bone was or where it came from but it appears that something got converted into a new bone OR something was added during export. This will screw up any attempt to import it into ME3.
A tutorial on weight transfers from one skin to another:
http://w11.zetaboard...opic/8324348/1/
Or this one (focused on Second Life meshes but the method still applies):
http://www.slunivers...der-2-64-a.html
And this one for altering a mesh's rest pose (I needed this to get Adam properly rigged because his rest pose is significantly different - the arms and hands, mostly - than ME3 characters):
http://nixart.wordpr...ose-in-blender/
For Adam, I had his *.obj mesh in Blender then imported one of Shepard's default alliance uniform bodies, put Shepard into pose mode, move his arms and hands into as close to the same position as I could get them to Adam's, then reset the rest pose. From there it was simple to transfer the weights. To transfer the skeleton, I selected Shepard's mesh (NOT the bones) and deleted it. I moved the bones around in the hands/fingers a bit to get them more or less perfectly positioned, then selected the Adam followed by the skeleton (object mode) and hit Ctrl-P, then selected "Armature Deform". The skeleton was now part of Adam and all the weights to go with it. Also, before you ever export the mesh to psk (I do this first thing anyway), go into edit mode, select the Mesh menu at the bottom, then select "Faces" and in that submenu, select "Shade smooth". The mesh will convert from a blocky, triangulary mesh into a smoothly rendered mesh just like in games. Always do this before exporting as psk or the resulting mesh you import into UDK and into ME3 will be blocky too in the game.
From there it was a lot of editing of skin weights in the hands (mostly) because the bones and Adam's hands were still not really meant for each other. Point is, all the complex stuff can be done in Blender and Blender is free, uses far less memory or processor to work.