Completely valid. Though you do have to consider that females would need to be animated completely differently from males. The rigging is still in issue because you would have to retopologize everything from a completely different sculpture.Chemical Alia said:To be fair, I am a next-gen 3d modeler for a AAA studio as well. I know artists (character and otherwise) who sit on both sides of the fence on this issue, so I don't think the impression here should be that the opinion of one professional is held by all of them. I don't think that doubling the base models to include females is the way to go, but to see a third to half of the existing character templates as females may have been just as nice, and possibly even give the feeling of more variety with the gender option.Super Happy Cow said:It's just a job, and I'm just entry level. But I know my shit, so don't make yourself look like a complete **** being hyper aggressive and assuming that I don't.
Go ahead. Explain to me the first steps you would take in developing a pipeline that would facilitate the streamlining of the character creation process that would result in 24 distinct looking characters, 3 bodytypes, and both sexes, All within 2 UV spaces maximum, for the base models, and give me an estimate of how long that would take.
And unless the females were all meant to look and move like the Siren from Borderlands, I question how much separate rigging really needs to be done in a FPS, and one with 3 distinct body types already integrated. Balance is the key, and solutions could be found in the concept/design stage and prototypes tested early on to ensure they feel right. Such a stylized aesthetic as Brink's would allow for a lot more leeway than a strictly realistic one. I say this because I've personally done a fair bit of female character modding for a stylized, male-only FPS (TF2), and while it took some careful concepting to fit the male frame and rig, it was far from impossible. And I was a complete nub when I began the project. The results were well-received by the community by my research (250+ sample, male and female) and Valve themselves.
So just sayin'.
No studio should be forced to take unnecessary risks, though of course it happens all too often, sadly. I don't see how adding females necessarily causes such a tremendous game-breaking risk as you have suggested.Do you know how many studios close on average per year? And how many people get layed off after every production cycle?
Also, ew. I wouldn't care if I was one of the last ten women in my society left due to war, I wouldn't consider it my duty to bear children nor would I willingly choose to. I'd still prefer a gun in my hand, leave procreation to the other nine if they so choose.Lord Honk said:I do understand what you're saying, and I am agreeing in your point: It would be stupid to not send all you've got into a battle. But for me, that only holds true if you know your opponent is doing the same. When you've got something as long-winded as, say, the Thirty Years' War, then having women to bear children is what will keep you existing beyond the conflict, not just through it. I'm not willingly being sexist, but think about this: During the TYW, the rate of birth decreased by about 50% in Pomerania. That's 50% less people than could have been standing against a possible enemy. (Granted, there was famine and illnesses that contributed to the low rates, but I hope you see what I'm getting at.)
And as far as the art direction goes making life easier, I would say it would make things harder. The art direction emphasized masculine features. While having females with similarly exaggerated features could work out, you're not going to get away with using the same base. Not by a long shot. This means building entirely different models, different rigs for different accentuated proportions, different base sculptures different clothing, different unwraps(resulting from different topology), different rigs, different animation sets(both legs and torso).
But if you'd build a highly stylized game with female characters with short necks, broad shoulders and thin hips, that's your style. Go for it.
But how different are the models? Proportional scales, and very similar builds for 4 characters, rather than the 24 you're suggesting, with various different types of clothing, that all have to animate with a wide variety of weapons.randomfox said:She brings up an interesting point about Siren from Borderlands though. If she moved differently it was never something I noticed, and characters like Zoey from L4D have the same animations and are built around the same build as the males, and it isn't very noticeable. I suppose in a game like Brink it might be since people are flipping around like Mirror's Edge was the hot new IP to rip off, but I still doubt the validity of the "if they made females they would have been shut down or ran out of money/not have been as polished as it is now" argument.
How much money does it really cost to make female movements look like female movements, instead of just male ones but with more slender legs or something?
Also, imho, mirror's edge has not been ripped off in the slightest. The only thing that Brink has that it's predecessors didn't, is wall jumping, sliding and grabbing ledge, which Urban Terror did more than a decade ago(Save for sliding, which it included recently).