I'm a full time Chemist (it's not my passion but it pays the bills) but I have modding to make me happy. I have bachelor's degrees in Biochemistry and Fine Art(the reason I like doing this type of mod):) I have always drawn(comics, video game art, and anime etc...) I love science fiction. I play a bit of guitar(blues and rock mostly). I practice+help teach Goju Karate as a 1st degree black belt. I like having hobbies. My latest hobby is modding. The Mass Effect Updated/Improved Textures Mod is my first mod. I was inspired by JeanLuc's work on ME2 and the handful of ME1 textures he did. I wanted to give ME1 the graphics it deserves and seeing his work showed me it was more than possible. I am new to modding and very much still learning, open to suggestions/constructive criticism. I also will tackle requests to the best of my ability. I am happy to be a part of and share my work with the modding community :)

Comment History  (150 - 180 of 715)
CDAMJC
CDAMJC Mar 16 2014, 10:15pm replied:

Please read the readme the black issue will happen with or without the mod, you are experiencing an amd CPU issue with the game

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 16 2014, 4:41pm replied:

The new version will contain all language subs, at least that's the goal and in my testing it at least works for russian and english with the same installer so it should work for all languages. I'll need to hear feedback to know if it works for everyone/every language but in theory it should. If it doesn't for whatever annoying reason, I will have .tpfs and .mods so people can use those to get around the language issue.

+3 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 12 2014, 4:44am says:

It's on sale fairly often for 5-10 dollars on Origin or Steam depending on the sale.

+3 votes   media: More updates
CDAMJC
CDAMJC Mar 12 2014, 4:32am says:

Update: new screens and Sovereign, Geth Transporter, reporter outfit, and more detailed Sheploo done. All coming very very soon. The .mods and .tpfs are compiled, now moving into the testing phase, then to build the installer, test again, and then release :) Looks like the mod with the new textures and expanded langauges will install to make your cookedPC folder 22.7GB I'll have more details later on installer size and file sizes etc...

+11 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 11 2014, 10:16pm replied:

turns out they only effected the menu sorry...it was worth testing. It appears it's the new ambient occlusion from nvidia that adds the new depth/darkness.

+1 vote   media: Coming Updates and Current WIP
CDAMJC
CDAMJC Mar 10 2014, 3:07am replied:

Just some settings I am trying seem to smooth out hitching but very experimental:

Char Texture Memory=500 MB
Vfx Texture Memory=250 MB
TotalMemory=2048 MB
Total Memory Free=4096 MB
Total Texture Memory=6144 MB
Level Texture Memory=250 MB
Light Map Size=112 MB
Shadow Map Size=12 MB
Level Texture Memory=200 MB

+3 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 10 2014, 12:10am replied:

Well to decrease hitching I increase almost all of the load/pool sizes found in the bioengine.ini and set them to half of or all of my VRAM depending on the setting. Have a look in the bioengine.ini and give it a try it may help with crashing, it definitely helps with loading of textures more smoothly.

+4 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 10 2014, 12:07am replied:

If you've got the gpu juice use forced SSAA or SGSSAA to stop the flickering, the new version you wont have to do this.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 5 2014, 3:17pm replied:

The blinking is built into the models so you need to add white onto an alpha layer(black) to achieve it. It was meant to be there, but I think they removed them because the texture compression made them really ugly. Fortunately at 4096x4096 they hold up pretty well.

The omni tool I haven;t re-textured it's always animated and must be programmed into the model.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 5 2014, 11:34am replied:

Thanks it took soo long to setup and most people who comment seem to hate on it, I tried to make it as "foolproof" as possible though for a very small percentage of users it does crash...too many hardware configs out there. But I am hoping to fix this crash in the next one.

+3 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 5 2014, 11:32am replied:

Soon, though I had little time the past weekend I've been moving my grandmother, and I have to continue on Saturday so it's taking longer than expected, bust last night I got back to work on the so it should be soon but I'm not sure how this weekend is going to go...

+3 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 5 2014, 11:30am replied:

sounds like LAA issues try using CFF explorer instead many people have trouble getting LAA patcher to work probably because the program is a little confusing, also reinstalling the game will reset the flag back to 32-bit etc... CFF Explorer seems to avoid these problems. Also check out audio issues and try this fix:

""Saw this in another Post by krissgjeng:

"finally got it to work
found this on the bioware forum
seems to be a problem with openAL
Quote:
After searching a lot I found a way to solve the crashing black screen issue at startup of the game:
1) in /Mass Effect/Binaries locate the OpenAL32.dll and wrap_oal.dll files

2) Rename OpenAL32.dll to OpenAL32.bak

3) Rename wrap_oal.dll to OpenAL32.dll

4) Launch as Admin by using the MassEffect.exe

5) Enjoy

the problem with Vista is the OpenAL dll, which is a sound api. Vista and Windows 7 has split the sound API from directx thus causing some issues.

Now the game plays flawlessly!!!!!!! "

This addresses the audio issues I mention in the readme, so it's definitely worth a shot if you have applied LAA or CFF explorer's large address aware patches and are still getting frequent CTD's.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Mar 3 2014, 5:45pm replied:

You can try cff explorer to apply LAA instead of LAA many people have trouble getting LAA patcher to work probably because the program is a little confusing, also reinstalling the game will reset the flag back to 32-bit etc... CFF Explorer seems to aviod these problems. Also thoroughly go through the readme for other various crash fixes. Lastly make sure you actually have more than 2 gigs of RAM in your system. Verifying files on steam will erase the mod and could cause crashes. My main guess is that LAA is not working for you though.

+4 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 25 2014, 1:39pm replied:

no, only save games affect dlc and the current version doesn't touch DLC textures at all. The next version includes DLC textures, but either version does not change access to dlc.

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 25 2014, 3:09am replied:

drive(x):\Users\(username)\Documents\BioWare\Mass Effect\Config

+1 vote   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 21 2014, 1:27pm replied:

I accidentally deleted your reply, there were two of the same reply so I deleted one and they both disappeared :/

+2 votes   media: Mod Spotlight by CaptainShack from TheXpGamers
CDAMJC
CDAMJC Feb 21 2014, 10:54am replied:

Thanks, I forgot to mention that he miss spoke during the video. The total mod is about 13 GB total:)

+2 votes   media: Mod Spotlight by CaptainShack from TheXpGamers
CDAMJC
CDAMJC Feb 19 2014, 11:32am replied:

Nope it's ME1 only but some textures can be manually extracted and used in ME2 (I will do this later in another mod specifically for ME2 but I have more work with ME1), and Shepard's texture is not ME3's I had tried that last year as a test a lot of people didn't like it because it's too rugged for the first game and I agree. Instead I have created a custom shep texture that more detail using he real Vanderloo as a reference but keeps the feel of ME1 intact.

+4 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 17 2014, 12:56pm replied:

Very close hang in there.

+9 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 17 2014, 2:11am replied:

nope still more to do

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 16 2014, 8:47pm says:

Some progress:

Now all 6 Tali armor sets are done! I've been meaning to do this for a long time...finally done. Screenshots are in the images section.

+4 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 16 2014, 2:44pm replied:

That's great news but also not, because I want it to work for everyone but I'll post this in the forums thanks for letting me know.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 16 2014, 2:58am replied:

The installer plays a mass effect medley, maybe its conflicting with audio drivers. I use a native windows music dll but who knows maybe it's crashing it on some setups? Are you hearing sound during the install before the crash?

Try installing with audio/sound hardware disabled just in case.

Also try applying LAA to the installer, just in case it's a ram issue but this is a stretch, but it cant hurt to try.

+3 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 10 2014, 10:31pm replied:

cool looks like 670 and 770 should be A ok for SGSSAA

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 10 2014, 10:12pm replied:

it is coming :)

+4 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 6 2014, 7:54pm replied:

It's a nice thought but the truth is the consoles have 256mb for graphics ram, maybe 512mb I don't remember which, and there is just no way they could run the mod. If they could the textures wouldn't be bad in the first place, it was the compression applied to them to get them to run on the consoles and older PC video cards, that made the textures look so bad in the first place.

+2 votes   media: Final Saren done proper
CDAMJC
CDAMJC Feb 6 2014, 3:30am replied:

I am about 3/4's done compiling the new installer version, .mods, and fixed .tpfs, but I have been asked to fix textures (skin and teeth) and add the Geth so I can't give an exact date, I do all of this in my free time and work has been busy. I hope 1-2 weeks but for safeties sake assume 1 month.

As far as improvements to the old version I have finished so far:

I have fixed all femshep and Ash's teeth (they were miss aligned in the center and slightly yellow),
finished medium Turian Colossus armor properly,
removed a seam from Anderson's head, and whitened his teeth a bit,
overhauled Benzia (much more detail now).
Geth done,
Husks done,
Final Saren.
Nhilus Armor,

I still need to retouch the volus, and finish converting all of the textures into fixed tpfs, .mods, and the installer.

So there is still a ton of work.

+5 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 5 2014, 7:37pm says:

Okay I updated the face a bit added blood spatter from being shot, burn marks in the eye sockets and some discoloring that was in the original texture. Also toned down the pupils, but they are in the original texture, with some cracks on the eye and a burst effect out from the pupil so I cleaned them up, and shrank the pupils from my first attempt.

+1 vote   media: Final Saren done proper
CDAMJC
CDAMJC Feb 5 2014, 3:19pm replied:

No problem, SGSSAA is extremely taxing on performance. So with 4x 4x SGSSAA @1080p the game is being rendered at 4k resolution and then scaled down to fit the screen. You need 780 or better to get playable rates (which I know is ridiculous for an old game). In the next version you won't need it for the armors or femshep faces like you do now. I have added all the mips back in so the textures render normally. The trade off is during the character create menu the N7 textures will be very low res for medium and light femshep, and light male shep, but once in game all armors will show up properly and shimmering is virtually non existent. I don't know why the engine is so wonky but for now it's the best I could do.

There are a few exception textures: Garrus's, Wrex's, and Saren's faces had to be forced to full lod to render in all parts of the game. But they shimmer far less than the N7 armors...so hopefully people will be more pleased with this version.

+2 votes   mod: M.E.U.I.T.M.
CDAMJC
CDAMJC Feb 5 2014, 2:18pm replied:

hmm...I'll see what I can do with the face, I may make it, scarier, meaning dramatic and tortured/dead...lol I guess that's vague I'll update when I have something.

+1 vote   media: Final Saren done proper
CDAMJC
CDAMJC Mar 23 2014, 1:09pm says:

I just uploaded fixed versions of the new mod, apparently the chairs on the normandy had the black texture glitch and I missed it on in my initial testing. Now I have corrected the issue by compiling a new mod with a newer version of MEExplorer to which also helped with stability issues.

Also one setting in the bioengine.ini that really helped hitching is:

[TextureStreaming]
PoolSize=2048

Also ultimate shadow settings which may hurt performance (I didn't notice a hit, but my rig is overkill):

ShadowFilterRadius=5
DepthBias=.008
MinShadowResolution=16
MaxShadowResolution=4096

ShadowFilterQualityBias=4 (can go up to 8 but I couldn't notice a difference after 4)

So I played with the values and explored what other games were doing, particularly Batman Arkham City where the "16" came from
also the last setting makes the best difference to smooth out shadows.

Remember to clear shader cache after installing the mod to remove the "dot" shadow effect.

So feel free to play with these settings but this is what I am currently using and find it a good compromise between realistic shadows and "glitchy shadows"

+2 votes   download: M.E.U.I.T.M. part 7 12/06/14
CDAMJC
CDAMJC Mar 23 2014, 1:09pm says:

I just uploaded fixed versions of the new mod, apparently the chairs on the normandy had the black texture glitch and I missed it on in my initial testing. Now I have corrected the issue by compiling a new mod with a newer version of MEExplorer to which also helped with stability issues.

Also one setting in the bioengine.ini that really helped hitching is:

[TextureStreaming]
PoolSize=2048

Also ultimate shadow settings which may hurt performance (I didn't notice a hit, but my rig is overkill):

ShadowFilterRadius=5
DepthBias=.008
MinShadowResolution=16
MaxShadowResolution=4096

ShadowFilterQualityBias=4 (can go up to 8 but I couldn't notice a difference after 4)

So I played with the values and explored what other games were doing, particularly Batman Arkham City where the "16" came from
also the last setting makes the best difference to smooth out shadows.

Remember to clear shader cache after installing the mod to remove the "dot" shadow effect.

So feel free to play with these settings but this is what I am currently using and find it a good compromise between realistic shadows and "glitchy shadows"

+2 votes   download: M.E.U.I.T.M. part 6 12/06/14
CDAMJC
CDAMJC Mar 23 2014, 1:09pm says:

I just uploaded fixed versions of the new mod, apparently the chairs on the normandy had the black texture glitch and I missed it on in my initial testing. Now I have corrected the issue by compiling a new mod with a newer version of MEExplorer to which also helped with stability issues.

Also one setting in the bioengine.ini that really helped hitching is:

[TextureStreaming]
PoolSize=2048

Also ultimate shadow settings which may hurt performance (I didn't notice a hit, but my rig is overkill):

ShadowFilterRadius=5
DepthBias=.008
MinShadowResolution=16
MaxShadowResolution=4096

ShadowFilterQualityBias=4 (can go up to 8 but I couldn't notice a difference after 4)

So I played with the values and explored what other games were doing, particularly Batman Arkham City where the "16" came from
also the last setting makes the best difference to smooth out shadows.

Remember to clear shader cache after installing the mod to remove the "dot" shadow effect.

So feel free to play with these settings but this is what I am currently using and find it a good compromise between realistic shadows and "glitchy shadows"

+2 votes   download: M.E.U.I.T.M. part 5 12/06/14
CDAMJC
CDAMJC Mar 23 2014, 1:09pm says:

I just uploaded fixed versions of the new mod, apparently the chairs on the normandy had the black texture glitch and I missed it on in my initial testing. Now I have corrected the issue by compiling a new mod with a newer version of MEExplorer to which also helped with stability issues.

Also one setting in the bioengine.ini that really helped hitching is:

[TextureStreaming]
PoolSize=2048

Also ultimate shadow settings which may hurt performance (I didn't notice a hit, but my rig is overkill):

ShadowFilterRadius=5
DepthBias=.008
MinShadowResolution=16
MaxShadowResolution=4096

ShadowFilterQualityBias=4 (can go up to 8 but I couldn't notice a difference after 4)

So I played with the values and explored what other games were doing, particularly Batman Arkham City where the "16" came from
also the last setting makes the best difference to smooth out shadows.

Remember to clear shader cache after installing the mod to remove the "dot" shadow effect.

So feel free to play with these settings but this is what I am currently using and find it a good compromise between realistic shadows and "glitchy shadows"

+2 votes   download: M.E.U.I.T.M. part 4 12/06/14
CDAMJC
CDAMJC Feb 2 2014, 1:19pm replied:

I should have this uploaded by next week, but I'm going to try hard to finish today, so you could see uploads tomorrow if all goes smoothly.

+4 votes   media: Coming Updates and Current WIP
CDAMJC
CDAMJC Feb 2 2014, 1:18pm replied:

No injector enhancements just NVidia SGSSAA and Ambient Occlusion, but I found some new Bioengine.ini settings to further make the game look like ME2 and to even further smooth out the shadows! That's why the images may look better than vanilla settings.

+4 votes   media: Coming Updates and Current WIP
CDAMJC
CDAMJC Dec 4 2013, 6:12pm says:

Awesome! I will be using this mod for sure. Great work.

+1 vote   media: Tali Face Mod revision2
CDAMJC
CDAMJC Oct 9 2013, 4:15am replied:

your answer was and is in the image description lol.

+2 votes   media: ENB testing comparisons
CDAMJC
CDAMJC Oct 4 2013, 3:43am says:

ENB

+1 vote   media: ENB testing comparisons
CDAMJC
CDAMJC Oct 4 2013, 3:43am says:

Vanilla

+1 vote   media: ENB testing comparisons
CDAMJC
CDAMJC Oct 4 2013, 3:42am says:

ENB

+1 vote   media: ENB testing comparisons
CDAMJC
CDAMJC Oct 4 2013, 3:41am says:

Vanilla

+1 vote   media: ENB testing comparisons
CDAMJC
CDAMJC Oct 4 2013, 3:40am says:

Vanilla

+1 vote   media: ENB testing comparisons
CDAMJC
CDAMJC Oct 4 2013, 3:40am says:

ENB

+1 vote   media: ENB testing comparisons
CDAMJC
CDAMJC Oct 4 2013, 3:39am says:

Vanilla

+1 vote   media: ENB testing comparisons
CDAMJC
CDAMJC Oct 4 2013, 3:39am says:

ENB

+1 vote   media: ENB testing comparisons
CDAMJC
CDAMJC Oct 4 2013, 3:38am says:

Vanilla

+1 vote   media: ENB testing comparisons
CDAMJC
CDAMJC Oct 4 2013, 3:38am says:

ENB

+1 vote   media: ENB testing comparisons
CDAMJC
CDAMJC Oct 4 2013, 3:37am says:

enb

+1 vote   media: ENB testing comparisons
CDAMJC
CDAMJC Oct 4 2013, 3:37am says:

vanilla

+1 vote   media: ENB testing comparisons
CDAMJC
CDAMJC Jul 18 2013, 4:10am says:

Normandy with redone HD lettering and windows, much cleaner than my original attempt.

+1 vote   media: Coming soon
CDAMJC
CDAMJC Jul 18 2013, 4:09am says:

Better skanky out fit as I've come to call it :P

+3 votes   media: Coming soon
CDAMJC
CDAMJC Jul 18 2013, 3:59am says:

Udina, outfit finally cleaned up proper, also showing the teeth redone. All humans, Salarians, and Asari received HD teeth in my latest round of texturing, no more blotchy blue teeth!

+5 votes   media: Coming soon
CDAMJC
CDAMJC Jul 18 2013, 3:57am says:

Wrex a few new details, final.

+1 vote   media: Coming soon
CDAMJC
CDAMJC Jul 18 2013, 3:57am says:

Turian councilor redone and working with functioning normal map.

+2 votes   media: Coming soon
CDAMJC
CDAMJC Jul 18 2013, 3:52am says:

Keepers now looking like ME3 for continuity, normal maps finally working thanks to saltisgood.

+4 votes   media: Coming soon
CDAMJC
CDAMJC Jul 18 2013, 3:50am says:

Liara again, I know I'm OCD with her. Always trying to find that balance between original and LOTSB.

+2 votes   media: Coming soon
CDAMJC
CDAMJC Jul 18 2013, 3:50am says:

Money shot, no more low res bug on Garrus and Wrex!

+1 vote   media: Coming soon
CDAMJC
CDAMJC Jul 18 2013, 3:49am says:

Salarian councilor showing off final outfit up close and also the new HD tattoos which have been done for all Salarians and Turians.

+2 votes   media: Coming soon
CDAMJC
CDAMJC Jul 18 2013, 3:48am says:

Another random Salarian outfit cleaned up.

+1 vote   media: Coming soon
CDAMJC
CDAMJC Jul 18 2013, 3:48am says:

Random Salarian, outfit cleaned up.

+1 vote   media: Coming soon
CDAMJC
CDAMJC Jul 18 2013, 3:47am says:

Saren now working in hologram at full detail.

+2 votes   media: Coming soon
CDAMJC
CDAMJC Jul 18 2013, 3:47am says:

Female scientist uniform cleaned up and added details.

+1 vote   media: Coming soon
CDAMJC
CDAMJC Jul 18 2013, 3:46am says:

Male scientist uniform cleaned up and added details.

+1 vote   media: Coming soon
CDAMJC
CDAMJC Jul 18 2013, 3:44am says:

Anderson done with ranking stripes matching new look!

+2 votes   media: Coming soon
CDAMJC
CDAMJC Jul 18 2013, 3:44am says:

Anoleus showing the new skin details, Salarian eye touch ups, and his awful uniform is now cleaned up.

+3 votes   media: Coming soon
CDAMJC
CDAMJC Jul 18 2013, 3:43am says:

Council being the council, all out fits highly cleaned up, normal maps working!

+1 vote   media: Coming soon
CDAMJC
CDAMJC Jul 18 2013, 3:42am says:

Elcor re-textures again, final re-texture.

+1 vote   media: Coming soon
CDAMJC
CDAMJC Jul 18 2013, 3:41am says:

Garrus medium Colossus.

+1 vote   media: Coming soon
CDAMJC
CDAMJC Jul 18 2013, 3:41am says:

Garrus with modified visor and slightly touched up armor.

+1 vote   media: Coming soon
CDAMJC
CDAMJC Jul 18 2013, 3:41am says:

Garrus with modified visor and slightly touched up armor.

+1 vote   media: Coming soon
CDAMJC
CDAMJC Jul 18 2013, 3:40am says:

Hanar final re-texture

+1 vote   media: Coming soon
CDAMJC
CDAMJC May 28 2013, 2:04pm replied:

Pop in depends on VRAM (amount and speed) on the PC version, there is always some due to the game engine of ME1 but its better than the console versions. The mod doesn't do anything to change the engine, so it won't help with the pop in.

+1 vote   media: N7 Heavy Male WIP
CDAMJC
CDAMJC May 21 2013, 7:21pm replied:

Both with the latest version

+1 vote   download: LAA
CDAMJC
CDAMJC May 17 2013, 5:46pm replied:

I think they share the same textures? But I'll test when I get homw to make sure, I think the only new textures are the Batarians...I'll look into it.

+1 vote   media: Medium N7 Male
CDAMJC
CDAMJC Apr 11 2013, 7:56pm replied:

See here for the progression between games:
I374.photobucket.com
Mass effect 1 and 2 actually used the same texture but 2 has a much better lighting engine, which made Anderson look like he should. I had to heavily modify Mass effect 3's face texture to get it to look like it does above.

+1 vote   media: Latest Anderson Uniform WIP
CDAMJC
CDAMJC Mar 27 2013, 7:00pm replied:

yep!

+1 vote   media: Garrus no lights
CDAMJC
CDAMJC Feb 20 2013, 7:12pm replied:

Sure, I can upload the individual files to Social.Bioware this weekend I just want to finish the hairs before I rebuild a new full pack and they are taking me some time. I'll post the link in the description here when I upload, sorry it'll have to wait until the weekend but work is very busy right now :(

+3 votes   media: Latest WIP 020313
CDAMJC
CDAMJC Dec 1 2012, 4:41pm replied:

Also try logging in to Moddb first, then clicking the download button and use the mirrors link next to the gamefront link. That should give you more options.

+2 votes   download: FullPackLow Resource Edition
CDAMJC
CDAMJC Nov 21 2012, 1:35am says:

Saren, again I know, but this time much toned down and I think a lot more detail. I haven't gotten to the armor yet, or addressed the metal plates in his mouth which I want to clean up. Also found the light mask to allow us to actually see the blue lights clearly on his face. They pulsate and move during game play and the effect is really cool. I will apply thgis methodology to the armor soon.

+1 vote   media: Current WIP 112112
CDAMJC
CDAMJC Nov 21 2012, 1:35am says:

Saren, again I know, but this time much toned down and I think a lot more detail. I haven't gotten to the armor yet, or addressed the metal plates in his mouth which I want to clean up. Also found the light mask to allow us to actually see the blue lights clearly on his face. They pulsate and move during game play and the effect is really cool. I will apply thgis methodology to the armor soon.

+1 vote   media: Current WIP 112112
CDAMJC
CDAMJC Nov 21 2012, 1:34am says:

Saren, again I know, but this time much toned down and I think a lot more detail. I haven't gotten to the armor yet, or addressed the metal plates in his mouth which I want to clean up. Also found the light mask to allow us to actually see the blue lights clearly on his face. They pulsate and move during game play and the effect is really cool. I will apply thgis methodology to the armor soon.

+1 vote   media: Current WIP 112112
CDAMJC
CDAMJC Nov 21 2012, 1:34am says:

Saren, again I know, but this time much toned down and I think a lot more detail. I haven't gotten to the armor yet, or addressed the metal plates in his mouth which I want to clean up. Also found the light mask to allow us to actually see the blue lights clearly on his face. They pulsate and move during game play and the effect is really cool. I will apply thgis methodology to the armor soon.

+2 votes   media: Current WIP 112112
CDAMJC
CDAMJC Nov 21 2012, 1:30am says:

Kaiden with toned down normal map and also a more realistic skin texture. I have not gotten to the hair line yet.

+1 vote   media: WIP updates: 112112
CDAMJC
CDAMJC Nov 21 2012, 1:30am says:

Benezia with toned down normal map and more realistic skin texture

+1 vote   media: WIP updates: 112112
CDAMJC
CDAMJC Nov 21 2012, 1:30am says:

Benezia with toned down normal map and more realistic skin texture

+1 vote   media: WIP updates: 112112
CDAMJC
CDAMJC Nov 21 2012, 1:29am says:

Udina from Mass Effect 3, but I kept his hair silver and had to do heavy modding due to the ears and teeth being rendered differently between games. Also added a Mass Effect 3 based normal map, and cleaned up the patterned texture.

+2 votes   media: WIP updates: 112112
CDAMJC
CDAMJC Nov 21 2012, 1:29am says:

Udina from Mass Effect 3, but I kept his hair silver and had to do heavy modding due to the ears and teeth being rendered differently between games. Also added a Mass Effect 3 based normal map, and cleaned up the patterned texture.

+1 vote   media: WIP updates: 112112
CDAMJC
CDAMJC Nov 21 2012, 1:29am says:

The council with some clarity tweaks, and also the normal maps based on Mass Effect 3 which add a lot more depth. They also show on random NPCs who where the same clothing.

+1 vote   media: WIP updates: 112112
CDAMJC
CDAMJC Nov 21 2012, 1:28am says:

Saren, again I know, but this time much toned down and I think a lot more detail. I haven't gotten to the armor yet, or addressed the metal plates in his mouth which I want to clean up. Also found the light mask to allow us to actually see the blue lights clearly on his face. They pulsate and move during game play and the effect is really cool. I will apply thgis methodology to the armor soon.

+1 vote   media: WIP updates: 112112
CDAMJC
CDAMJC Nov 21 2012, 1:28am says:

Saren, again I know, but this time much toned down and I think a lot more detail. I haven't gotten to the armor yet, or addressed the metal plates in his mouth which I want to clean up. Also found the light mask to allow us to actually see the blue lights clearly on his face. They pulsate and move during game play and the effect is really cool. I will apply thgis methodology to the armor soon.

+1 vote   media: WIP updates: 112112
CDAMJC
CDAMJC Nov 21 2012, 1:28am says:

Saren, again I know, but this time much toned down and I think a lot more detail. I haven't gotten to the armor yet, or addressed the metal plates in his mouth which I want to clean up. Also found the light mask to allow us to actually see the blue lights clearly on his face. They pulsate and move during game play and the effect is really cool. I will apply thgis methodology to the armor soon.

+1 vote   media: WIP updates: 112112
CDAMJC
CDAMJC Nov 21 2012, 1:28am says:

Saren, again I know, but this time much toned down and I think a lot more detail. I haven't gotten to the armor yet, or addressed the metal plates in his mouth which I want to clean up. Also found the light mask to allow us to actually see the blue lights clearly on his face. They pulsate and move during game play and the effect is really cool. I will apply this methodology to the armor soon.

+1 vote   media: WIP updates: 112112
CDAMJC
CDAMJC Oct 21 2012, 7:24pm says:

Mass Effect 3 Anderson Face imported into ME1 with heavy modding to prevent seams and stupid over-saturated orange Anderson associated with vanilla ME1.

+2 votes   media: Latest work 102112
CDAMJC
CDAMJC Oct 21 2012, 7:23pm says:

Mass Effect 3 Keeper imported into Mass Effect 1 I will actually mod this in the future to be HD, this was just a test to see if it was usable in ME1.

+1 vote   media: Latest work 102112
CDAMJC
CDAMJC Oct 21 2012, 7:22pm says:

Mass Effect 3 Sheploo imported into ME1 from the side

+2 votes   media: Latest work 102112
CDAMJC
CDAMJC Oct 21 2012, 7:22pm says:

Mass Effect 3 Sheploo imported into ME1

+2 votes   media: Latest work 102112
CDAMJC
CDAMJC Oct 21 2012, 7:21pm says:

Here I had to modify his uniform because he would otherwise have white hands and a black face. So I for consistency went with Navy style white collar and white gloves.

+1 vote   media: Latest work 102112
CDAMJC
CDAMJC Sep 9 2012, 4:25pm says:

Anoleis...small texture updates to outfit and facial detail.

+1 vote   media: latest before and afters of future releases
CDAMJC
CDAMJC Sep 9 2012, 4:24pm says:

Just a small update, smoothing and fabric texture added.

+1 vote   media: latest before and afters of future releases
CDAMJC
CDAMJC Sep 9 2012, 4:24pm says:

Note the neck line on the left and that its fixed on the right. Plus some slight detail added.

+1 vote   media: latest before and afters of future releases
CDAMJC
CDAMJC Sep 9 2012, 4:22pm says:

Now all scientist variation should be re-textured, before I was missing some alternate color swaps. This will be in the next release.

+1 vote   media: latest before and afters of future releases
CDAMJC
CDAMJC Sep 9 2012, 4:21pm says:

Another comparison

+1 vote   media: latest before and afters of future releases
CDAMJC
CDAMJC Sep 9 2012, 4:21pm says:

I was missing a comparison shot before, so here it is.

+1 vote   media: latest before and afters of future releases
CDAMJC
CDAMJC Aug 5 2012, 11:09pm says:

This was the first attempt, now improved. See later screens

+1 vote   media: Before and Afters Set 5
CDAMJC
CDAMJC Aug 5 2012, 11:09pm says:

This was the first attempt, now improved. See later screens

+1 vote   media: Before and Afters Set 5
CDAMJC
CDAMJC Aug 5 2012, 11:09pm says:

This was the first attempt, now improved. See later screens

+1 vote   media: Before and Afters Set 5
CDAMJC
CDAMJC Aug 5 2012, 11:08pm says:

This was the first attempt, now improved. See later screens

+1 vote   media: Before and Afters Set 5
CDAMJC
CDAMJC Aug 5 2012, 5:25pm says:

Before

+1 vote   media: Geth ship WIP before and After
CDAMJC
CDAMJC Aug 5 2012, 5:25pm says:

Before

+1 vote   media: Geth ship WIP before and After
CDAMJC
CDAMJC Aug 5 2012, 5:25pm says:

After

+1 vote   media: Geth ship WIP before and After
CDAMJC
CDAMJC Aug 5 2012, 5:25pm says:

After

+1 vote   media: Geth ship WIP before and After
CDAMJC
CDAMJC May 16 2012, 12:19am says:

Added some fabric detail to Chakwas

+1 vote   media: more updates 051512
CDAMJC
CDAMJC May 16 2012, 12:19am says:

Added fabric detail to Liara's outfit.

+1 vote   media: more updates 051512
CDAMJC
CDAMJC May 15 2012, 10:17pm says:

If you look closely I have added a herring-bone fabric texture to the uniform for added realism/detail

+1 vote   media: latest progress 051512
CDAMJC
CDAMJC May 15 2012, 10:16pm says:

Darkzai over at SBN pointed out that the original texture and my re-texture were missing lights that seemed to be intended. So Along with a detail overhaul I have included these lights.

+1 vote   media: latest progress 051512
CDAMJC
CDAMJC May 15 2012, 10:15pm says:

Re-worked Tali. Overall cleaned up and reworked the following: metal, metal mesh green and grey fabric, also added some metallic details to buckles. The look now has more contrast and is a cross between vanilla and some ME1 concept art of Tali.

+1 vote   media: latest progress 051512
CDAMJC
CDAMJC Feb 15 2012, 5:30pm replied:

You're welcome, and thank you for appreciating it.

+3 votes   download: FullPack (HQ)
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