Shop Mobile More Submit  Join Login


Submitted on
September 30, 2012
Image Size
236 KB
Submitted with


24,436 (6 today)
214 (who?)
Ada Wong RE6 Spy Outfit by Adngel Ada Wong RE6 Spy Outfit by Adngel
Version 5.1 (20 Nov 2014)

Version 5.0 (31 Oct 2014) - Deleted.
Version 4.0 (20 Jul 2014) - Deleted.
Version 3.0 (15 Nov 2012) - Deleted.
Version 2.1 (06 Oct 2012) - Deleted.
Version 2.0 (06 Oct 2012) - Deleted.
Version 1.0 (30 Sept 2012) - Deleted.

(If any link is broken, please, don't hesistate in say me, noting to me or posting in this same deviant).

Use Ctrl+A Menu to show/hide her holster, her earrings or the inside faces of her hair.

Ada Wong is a character of Resident Evil 6, property of Capcom.

Update notes:

Version 5.1 (20 Nov 2014)
  • Specular values from the enviroment version, fixed to reduce the excesive shining.
Version 5.0 (31 Oct 2014)
  • Waist rigging fixed.
  • Specular and Enviroment version added in the same zip.
  • Added other two versions, dirty specular and dirty enviroment. All them can be seen here: 
    Ada Spy version 5 by Adngel

Version 4.0 (20 Jul 2014)
  • Re-extracted from the game, with game bones.
  • Textures from PC version
  • Cinematic head rigging
  • Micro-bump maps, applied
  • Hair duplicated (you should use the XPS options "Back-face culling" and "Always Force Culling", but if for any reason it's not possible on your scene, you also can show or hide the inside hair faces with the Control+A menu, to avoid the double faces).
  • Holster made as optional item. You can show or hide it with the Ctrl+A menu.
  • Created 2 versions, one using Specular material and other using Enviroment material, both can be seen here: 
    Ada Spy Specular and Enviroment Comparison by Adngel

Mariokart64n's script
Maliweii's script
3ds Max 2011
Mariokart64n's Xnalaraconverter

Version 3.0 (15 Nov 2012)
Fixed a rigging problem in finger of the right hand.
The head neck lower has been changed to can be used without influence with shoulders.

Version 2.1 (06 Oct 2012)
Changed the normal maps done by me for the normal maps extracted of the XBox360's game.

Thank you to :iconnemesisbg23: for that link to Ada's normal textures :D (now Ada can show her legs as she deserve :p)
Version 2.0 (06 Oct 2012)
I was going to do Carla, but then this model appeared and... and.. and... I'M A FAN PRO-ADA!! :D

I find her very different from the RE4 model, but she sill is great :)

This is the model which :iconoo-fil-oo: posted here:

- Add some normal mappings created by me, no the original from the game yet.
- Fixed a rigging problem in the wrist.
- Rigged the hair as I could >.<.
- Change some specular values in clothes, hair and lips. (shines).
- Bones renamed.

Model extracted by Soroosh
Model Rigged and ported in XNA Lara by Adngel
Add a Comment:
DeadlyTowersSux Featured By Owner Nov 14, 2014
Is it just me, or does Ada get hotter each game she's in?
DarkOverLord1989 Featured By Owner Nov 11, 2014
You sir make me cry T.T
DrXPS Featured By Owner Jul 23, 2014  Hobbyist Digital Artist
for a model with game bones the lower spine and pelvis rig is not very good. the visual part of this update is very good though, just the rig could use some touch ups.
Adngel Featured By Owner Jul 24, 2014
I used the Mariokart script, that is good for the face rigging, but it generates some mistakes on bodies, specially on the spine, that was what happened with the Chinese version, this spy one I fixed a couple of things when I tested it, but I can believe there were more mistakes yet that I didn't discovered. I'll take it a look this evening.
DrXPS Featured By Owner Jul 24, 2014  Hobbyist Digital Artist
Thanks that would be awesome.
Adngel Featured By Owner Jul 25, 2014
Argh, I have tested it and Have just seen it the problem with the pelvis rigging that move to much of her spine, dammit. Yes she needs a fix, I'll try re-upload her during this week.
DrXPS Featured By Owner Jul 25, 2014  Hobbyist Digital Artist
Ill be looking forward, thanks.
Adngel Featured By Owner Edited Jul 20, 2014
Hello Commander Davis.

That's happens because the hair has two faces (the outside and the inside), in theory, when loads the model, it should config XPs automatically to solve that problem, but if it doesn't, you can use 2 methods to solve it.

1º- On the top bar of XPS, you can find the tab "Option" and inside of it, you have to activate two options:
-> Back-face culling
-> Always force culling

That will make that the scene don't renderize the douber faces anymore, so those squares won't appears on your picture.

2º- If for any reason, you couldn't activate those options, then you can press Ctrl+A and hide the HairIN piece, so there won't be that clipping anymore (however the sleeve, yes could continue presenting clipping, so it's prefered the previous method).
CommanderDavis Featured By Owner Jul 20, 2014
Worked like a charm. Thanks very much! :D
Add a Comment: