ok, it's not a new bra, but it could put your eye out...
Just a quick addition of spikes to the black armor. The only flaw I saw was a messed up normal on the inside of the left elbow. I could fix this, but I wanted to post some tips since I learned a few things in the process (ok, they're not ground breaking, but may ease some tension when trying to do this stuff for the first time)
A few things to note when doing this stuff. (I'm using MAX, so MS is probably different)
1. It's best to start with one of the ingame meshes if you've never rigged bones before. The reason being is you can save the envelope info (in the Advanced Parameters section of the SKIN modifier) of the mesh, collaspse the stack, add some junk, then add back the skin modifier, load the envelope info, then adjust the vertices that you just added.
2. It's important to know which bones rotate in what ways (examine the shoulders) if you wish to create your own mesh from the gound up.
3. when finished select just the mesh object, then go to File>Export Selected.... Export it as an SMD. For the export options choose REFERNCE (the second choice).
4. Use BRFedit to load a BRF and then import it in. If you've exported it right the Skeletal check box should be checked on it's own. (If not you may not have exported it properly). You can rename it at this point if you like.
5. I didn't mess with the rest of the BRFedit stuff (sorry Thor, but I know that the BRFview works in this area, so I switched over), so I called up the BRFview, set the name and material. BAM!
Thanks for the ability to make some major model changes. Now to try some fance stuff!