The biggest cost is voice acting and dialogue entry for two cases- if your game has a lot of npc interactions and you use two pronouns.
-
-
Prikaži ovu nit
-
Lets break down the art side to show you why this is a myth.
Prikaži ovu nit -
First, the largest amount of time these days is spent detailing the high res sculpts. Packs, belts, armour, gloves, boots and so forth.
Prikaži ovu nit -
Guess what? We don't start from scratch. We reuse those packs and boots and belts. Hell, we also reuse heads and bodies. It takes very little time to adjust these to a new model.
Prikaži ovu nit -
Once we set up high res models, we include material selections by baking that data into something called a clown map (id mask). This lets our painting programs know where to apply which material.
Prikaži ovu nit -
So retexturing a female variant of a male model isn't days of work anymore, it can be minutes or hours, depending on how smart you set it up.
Prikaži ovu nit -
The proportions of a typical cisgender exaggerated female model and a cisgender male exaggerated game model can be stored in two blend shapes on a simple cage mesh. Skin wrapping models to these and then blending the original shape morphs the geo into the new proportions
Prikaži ovu nit -
In other words, we stick the clothes and gear to one model and morph it into the other... which gets you 90 percent of the way there.
Prikaži ovu nit -
Animation has changed a lot in the last decade. You don't have to author every single animation as there are many ways to quickly retarget entire animation sets from one rig to another.
Prikaži ovu nit -
Unreal, for example, lets you macro over a whole set to a COMPLETELY different rig in about fifteen minutes if you know what you are doing. You can then adjust the ones that look wrong.
Prikaži ovu nit -
But of course, you would not use a completely different rig as women and men are... get this... the same species. If you count carefully, it is spooky how we have the same number of joints, fingers, eyes... weird huh?
Prikaži ovu nit -
Unity and Unreal both have dynamic, run time rigging now. This means we can have one skeleton with animations drive another skeleton and have it behave differently based on rules we set in code.
Prikaži ovu nit -
So even of women had extra legs with tentacles for feet, we could still have them driven from the male animations. Strangely, we don't. Which makes things easier, I guess.
Prikaži ovu nit -
Okay, so adapting high res models doen't cost much. Rebaking textures doesn't cost much. Adapting animations doesn't. Hmmm, what else?
Prikaži ovu nit -
Welp, boobs. Yunno, anyone who owns boobs will tell you bouncing your boobs is painful. We strap those humps, those humps those lovely lady lumps down for a reason. Jiggle can be done with dynamic bones if you have to do it. P.s if they bounce more than twice, they are wrong
Prikaži ovu nit -
Retopologising and uv mapping is probably the longest task. However if you know your tools, that takes way less time these days. Technologies such as Zbrush zremesh, blender voxel remeshing, max quadrify ontop of tools like topogun speed this up hugely.
Prikaži ovu nit -
Blender, Modo, Maya and Max all have varying degrees of excellence in retopo and uv unmapping tools straight off the bat. None absolutely suck at it these days.
Prikaži ovu nit -
So tracing back, we have much, much faster authoring tools. We reuse and adapt assets. We work smart setting up deform cage meshes and blend shapes. We have many options for animation retargeting, dynamics, run time rigging and... oh look, lots of animation packs online!
Prikaži ovu nit -
What is this sorcery? I can buy ready made meshes and animations on the internet? But what if I don't wanna use the exact same models as everyone else? Welp, dipshit, they come in fbx format. You know what opens fbx format? LITERALLY FUCKING EVERYTHING
Prikaži ovu nit -
Yes, you can customise content you buy online, rebake it, retarget it to your rigs... I mean, it's almost like you so misogynistic you aren't even looking at the available options
Prikaži ovu nit -
And when you say "cost" you know there is another factor here? Maximising your market to increase revenue. In simple terms... Spend 10 bucks to make 1000 Spend 20 bucks to make 2000 Which is better? Well, option 1 you have 990 profit Option 2 gives you 1980. *slow claps*
Prikaži ovu nit -
You know the market share women have in games? You should. It's your business.pic.twitter.com/T9RIjhNUy0
Prikaži ovu nit -
So to wrap up, A) it isn't a huge expensive to add women. B) it more than doubles your market. C) you are the problem.
Prikaži ovu nit -
Oh, and my work includes in-game and cinematic characters for... Unreal Tournament 2004 Dragonage Origins God of War: Chains of Olympus Lord of The Rings Online Dungeons and Dragons Online Civilziation IV Mythos Fury Bigworld Tech Demos Salvation Prophecy And many morepic.twitter.com/HlUXQQavV6
Prikaži ovu nit -
And I have been a tech artist, and modeling consultant for Autodesk, Foundry, Turbosquid and Discreet. I was a demo artist for 3dsmax, maya, modo, mudbox and claytools. I built demo characters for autodesk.
Prikaži ovu nit -
-
If you enjoyed this, you can support my shitposting here... http://Www.ko-fi.com/dellak And http://www.patreon.com/darkling (I don't get to update patreon rewards much last year, but they are in the works for this year)
Prikaži ovu nit -
One last thing. You know how much money straight/bisexual men spend on looking at women? Funnily enough NBs and women also often like looking at women too. ADD THEM TO YOUR GAMES
Prikaži ovu nit -
and after you have finished putting playable women in your games and are wondering what to do next... *points at non binary people*
Prikaži ovu nit -
And let me remind you that Paul Steed (model, rig, animation) and Kenneth Scott (textures and uvs) put lots of playable female characters, all with different rigs and animation sets back in QUAKE III ARENA. Bitch.
Prikaži ovu nit - Još 23 druga odgovora
Novi razgovor -
Čini se da učitavanje traje već neko vrijeme.
Twitter je možda preopterećen ili ima kratkotrajnih poteškoća u radu. Pokušajte ponovno ili potražite dodatne informacije u odjeljku Status Twittera.