If someone says "we didn't add girls because it costs too much" punch them in the head with their own asshole, because it actually doesn't.
Packs, belts, armour, gloves, boots and so forth.
Hell, we also reuse heads and bodies. It takes very little time to adjust these to a new model.
Skin wrapping models to these and then blending the original shape morphs the geo into the new proportions
You can then adjust the ones that look wrong.
If you count carefully, it is spooky how we have the same number of joints, fingers, eyes... weird huh?
Strangely, we don't. Which makes things easier, I guess.
Rebaking textures doesn't cost much.
Adapting animations doesn't.
Hmmm, what else?
Jiggle can be done with dynamic bones if you have to do it.
P.s if they bounce more than twice, they are wrong
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.
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
I mean, it's almost like you so misogynistic you aren't even looking at the available options
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*
A) it isn't a huge expensive to add women.
B) it more than doubles your market.
C) you are the problem.
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 more
I was a demo artist for 3dsmax, maya, modo, mudbox and claytools.
I built demo characters for autodesk.
Yay.
ko-fi.com/dellak
And patreon.com/darkling
(I don't get to update patreon rewards much last year, but they are in the works for this year)
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
*points at non binary people*
Bitch.
Imagine what you could do with modern tools?
*points to ART animation rigging tools for Maya from epic games on their asset store*
I used the hidden gem "skin tools" in the 3dsmax tools menu to bake weights into a mesh, then fitted that new mesh over the other girls and boom... baked across.
A few fixes and I went to get me some beer.
Put playable women and NBs in your games.
ko-fi.com/dellak
So to go back and make it work for the campaigns would be extremely hard.
But the art? Trivial.
Easy peasy.
Some NPC dialogue needs rerecording, you will need some femake grunts, but the rest wouldn't be hard at all. I mean, it's power armour.
Excuse the typos, I am sick. Also lazy.
Planning ahead saves money folks.
ART is available for free now on the unreal Asset Store.
bnc.lt/a/key_live_eif…
You don't deserve the women in your life.
ko-fi.com/dellak
researchgate.net/figure/fig2_23…
However to say that adding women is this ridiculous overhead is just a blatant lie, or based on vastly outdated knowledge of modern asset creation techniques.
A.R.T is a maya plugin by epic. Available from the unity store. It create rigs, proxy models for in game testing and animation pose capture. Needs full maya not LT.
Substance painter: my go to for baking and texturing using smart mats
Zbrush: An industry staple, bastard hard to learn because the UX is a nightmare but super, super powerful. Has excellent automatic zremeshing for topology, allows you to reuse and blend premade parts
Blender: several retopo plug in tools available to help speed this up. Check the Blender Store.
Modo: mainly used as a modeling package in games, it's a great tool. The newer ID software games use it a lot.
Maya LT: has EXCELLENT Uvmapping tools. I always deop back to unwrapping in this as I can do whole characters very quickly. Highlights include "get and set density"
Mixamo: you will find a lot of models and anims here that you can grab in fbx format.
Unity store: even if you are not using unity, the asset store has lots of FBX you can convert to use in your projects.
It has zbrush like sculpting, modeling, rigging and animation all in one package.
It features quick rigs, a since 2.8, a clean and organised modern interface.
Good place to start as the cost is zero.
It is a solid toolset and has all the bells and whistles you will find in most custom studio engines you will go onto work with.
Unity3d is a bit of shambles at this moment for beginners.
My recommendation is mastering Zbrush too. It is a fixed price, but you never need to pay after that for later versions, tutes, plugins etc. It's bastard hard to learn, but a must have.
Remember, game art is a technical career and is constantly in motion- tools and workflows change.
Keep sharp, keep exploring, keep learning.
And the more technical you become, the faster and more freer you are to be an artist.