• Female Spy model WIP
    608 replies, posted
Another excellent thread by ChemicalAlia. She looks [b]way[/b] too masculine in the character sheet.
Perhaps have her smoking black clove cigarettes.
[QUOTE=Nidhogg;22064747]Personally I think keeping the outfit buttoned up instead of showing off cleavage is better, but that's just me.[/QUOTE] Well, she is a Spy. I'm for showing off assets in the appropriate relationship to who the character is, that way they all seem like they are distinctive in the end and less like they were designed with the sensibilities of one single person. But the other reason why she's showing some amount of boobage right now is simply to counterbalance the brutally manly silhouette I have to deal with. It may end up being more or less once I start modeling, we'll see. [QUOTE]I'm thinking the headwrap would maybe cause some issues with hats but apart from that it looks good [/QUOTE] Oh, it will for sure. All kind of them, I can't wait.
[QUOTE=AyesDyef;22064820]You should be more concerned about the Spycrab pose![/QUOTE] The female spycrab is a highly territorial creature. She must be approached with caution, as she will defend her eggs to the death if need be.
[QUOTE=ChemicalAlia;22064853]But the other reason why she's showing some amount of boobage right now is simply to counterbalance the brutally manly silhouette I have to deal with.[/QUOTE] Ah you too eh? I'm trying to make mine less manly as well :P
Can't wait to help the spycrabs.:quagmire:
[QUOTE=AyesDyef;22064937]Ah you too eh? I'm trying to make mine less manly as well :P[/QUOTE] Haha, yeah. There has to be a way!
That looks like someones grandmother. No offense but the female spy should look like one of bonds girls to seduce a man and possibly a woman.
Announcers Sister.
[QUOTE=TheForeigner;22065342]That looks like someones grandmother. No offense but the female spy should look like one of bonds girls to seduce a man and possibly a woman.[/QUOTE] I disagree, the female version of the tf2 characters should stay at around the same age group as the male ones. PS: btw she doesnt look that old she could be my mother! (around 40) PPS: thanks you for making the female version the less "fanservice" as possible :)
I suggest not making normal maps for the faces, mainly because most of the original male characters use a shared map for their faces. A shared map makes it look more like the original.
Her face looks like that of a witch, less pointy nose and chin please.
This is amazing, I think you hit the proportion and style of the female spy perfectly.
[QUOTE=SpartanApples;22065956]Her face looks like that of a witch, less pointy nose and chin please.[/QUOTE] The problem with this is, once I start to detract from the most prominent features (and I'm trying to maintain a likeness with the male Spy), it becomes generic and loses personality. I'm going to try to make her as pretty as possible, but I feel pretty strongly that she needs to have the same facial structure as the Spy does.
I realize you can't change the length of limbs, but improvise some added length on her legs or at least make it seem like she has longer legs with her outfit. It'll give her a more feminine figure.
[QUOTE=ChemicalAlia;22064853]Oh, it will for sure. All kind of them, I can't wait.[/QUOTE] Would it be possible to make the headwrap a hat itself that gets switched out with hatchange? That would be the easiest solution to making all the hats, current and future, look somewhat decent with minimal work per hat. Granted it is part of the disguise, so that may not be applicable to the character design.
[QUOTE=Zee!;22066527]I realize you can't change the length of limbs, but improvise some added length on her legs or at least make it seem like she has longer legs with her outfit. It'll give her a more feminine figure.[/QUOTE] I can do that easily, raising the belt would help. Though, would you say that might compete with the cut of the female Medic's outfit? I was worried that it might be too similar, but it would definitely work. [QUOTE]Would it be possible to make the headwrap a hat itself that gets switched out with hatchange? That would be the easiest solution to making all the hats, current and future, look somewhat decent with minimal work per hat. Granted it is part of the disguise, so that may not be applicable to the character design. [/QUOTE] It's a cool idea, though the way hats work doesn't allow me to change the geometry of the character model when you equip it.
[QUOTE=Enhanced_AI;22065581]I suggest not making normal maps for the faces, mainly because most of the original male characters use a shared map for their faces. A shared map makes it look more like the original.[/QUOTE] No it doesn't, the shared map is entirely flat, it's just used for correcting phong errors
[QUOTE=NeoDement;22066850]No it doesn't, the shared map is entirely flat, it's just used for correcting phong errors[/QUOTE] Yeah, I'm not sure what he's trying to get at. It's just generic purple, since a normal map is need.
[QUOTE=ChemicalAlia;22066638]It's a cool idea, though the way hats work doesn't allow me to change the geometry of the character model when you equip it.[/QUOTE] Well you would have to model the whole head without the wrap first of course, but that's just more design work for you >_>. Granted this is all assuming making a regularly hatless character to have a default hat would be possible, and not too much work.
[QUOTE=ThndrShk2k;22067083]Well you would have to model the whole head without the wrap first of course, but that's just more design work for you >_>. Granted this is all assuming making a regularly hatless character to have a default hat would be possible, and not too much work.[/QUOTE] I'll probably model hair under the scarf anyway, that's what I ended up having to do with the Heavy by the time I was done, so it might as well be there. Only drawback is the extra polygons that could be used for detail somewhere else. But I still don't see how I could remove a part of the character model when a hat becomes equipped without getting into the code, am I missing something?
[QUOTE=ChemicalAlia;22067234]I'll probably model hair under the scarf anyway, that's what I ended up having to do with the Heavy by the time I was done, so it might as well be there. Only drawback is the extra polygons that could be used for detail somewhere else. But I still don't see how I could remove a part of the character model when a hat becomes equipped without getting into the code, am I missing something?[/QUOTE] I'm saying that if it's possible to make a hatless character have a hat by default, you create the wrap as a hat itself. Because once a player equips a hat, their default hat is switched out, like the Solider, Scout, Sniper, and Engineer.
awesome work, as always Miss Alia, although i would like to see an alternative to the headband, maybe some ol' hairstyle like this ? [img]http://g.metron.com/CGWCate2-f.jpg[/img]
I like the concept but she looks a little bit manly in the last picture. I like my stylish spy but your models are so cool so if I start hating a class I could replace it with a female version.
Looking forward to another female model. This one looks like it's going to be incredible. I'm still using your female heavy and medic.
You could give her a jacket of this shape with a skirt: [url]http://www.harpersbazaar.com/cm/harpersbazaar/images/HBZ0908GC002-de-79975879.jpg[/url] However, the scarf would cover the little skin that is showing. You could give her the hair band that Scout's mom has and keep her sunglasses.
[QUOTE=ThndrShk2k;22067399]I'm saying that if it's possible to make a hatless character have a hat by default, you create the wrap as a hat itself. Because once a player equips a hat, their default hat is switched out, like the Solider, Scout, Sniper, and Engineer.[/QUOTE] If I remember correctly, those classes are exceptions - the other classes have no code to handle removing default hats. So scout replacements can have removable hats but the spy replacements can't.
[QUOTE=ThndrShk2k;22067399]I'm saying that if it's possible to make a hatless character have a hat by default, you create the wrap as a hat itself. Because once a player equips a hat, their default hat is switched out, like the Solider, Scout, Sniper, and Engineer.[/QUOTE] Oh, I see. That's essentially what I did with the Heavy and Medic. But that would leave the character without the scarf by default, and I don't want to sacrifice the design at the expense of hats, which I find overall pretty stupid. And that would leave me with having to come up with another way to obscure her head, which would most likely lead to the same dilemma. [QUOTE]awesome work, as always Miss Alia, although i would like to see an alternative to the headband, maybe some ol' hairstyle like this ? [/QUOTE] My first practice Spy model had a headband like that. Kate has a cool look, but she's a little too Nancy Drew-ish looking in terms of the Spy's overall demeanor. If I returned to that kind of hairstyle, I would be left without a good way to cover her head, and the party mask idea won't do.
[QUOTE=LaTrefle;22064993]Can't wait to help the spycrabs.:quagmire:[/QUOTE] Wear a condom, or you'll catch spycrabs :downs:
[QUOTE=ChemicalAlia;22067586]My first practice Spy model had a headband like that. Kate has a cool look, but she's a little too Nancy Drew-ish looking in terms of the Spy's overall demeanor. If I returned to that kind of hairstyle, I would be left without a good way to cover her head, and the party mask idea won't do.[/QUOTE] Well, just my suggestion, but i think that if you are doing a female model, it would be good if we could see the face because we want a pretty girl xD. but to be more serious, how about only shades and a scarf? i mean a scarf on her neck, not only on the whole head, and kate-like headband, and maybe scout mom's hair? spy fucked scouts mom, thats why
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