The introduction of the ETS texture and lighting features made the team at Abstraction question their initial lighting approach for the asari featured in Mass Effect. Due to the pores system present in MCM Clothing, Abstraction built a new system to improve the lighting of the meshes. The pore system allowed them to separate the texturing intensity application to a number of light probes. This, in contrast to the original style, allowed for much finer control of the intensity of the probes. The probes also had the ability to be controlled dynamically in the game making fully automated lighting possible. The use of a single heavy mesh in the game also eliminated the need for much of the heavy post-processing found in the game, saving time in the process. Furthermore, the use of this new system allowed the team to implement a unique color scheme throughout the tessellated texture in MCM Clothing.
The team at Abstraction had the wonderful opportunity to assist in the development of the Mass Effect Legendary Edition. Their team collaborated closely with Bioware over some time and they were eager to share some insight on some of the few larger graphical features, they worked on.
The concept was to create characters who could be players in the Mass Effect universe and have them upgrade at different rates for different classes, and so BC2 is leading to a point where you can shift your characters form between classes on the fly.
The look of existing species from the game always needed to be maintained, while upcoming species that didn't have 3D model assets also needed to be developed. Within the team, there was an initiative to aid in this by capturing 3D facial meshes from real characters and inserting them into the digital creations. 7211a4ac4a