
Every antagonist needs a gimmick. First thing you have to establish is color scheme. Agent S is RED. So Agent Blue is, well, blue.

I’ve only ever learned to draw by imitating comic book artist’s rendition of things, mainly buff dudes. I never focused too much on females, but I still do study from the best. When you draw women, your lines have to be all that better more curves more sensual. Harder to do. You also have to make sure their faces don’t look masculine. At least when you draw men, you can clump on the muscles, much like sculpting, and make their faces as neanderthal as you want, and it’ll still be bad-ass. But with women, you have to take more care to make it look feminine. It’s harder.

I’ve been able to demo up a basic 3D cube in pure Qt c++ and the coordinates seem to be rotated correctly. However, like most noobs, when I try to map the pixels from a texture onto it, everything gets inverted or wonky. However, I also implemented basic shader which runs really fast, so if all fails, I can at least model some basic 3D stuff with colored faces. It may not be drawn at runtime, but I may give SDXM users the option of modeling 3D stuff and prerendering them. Or maybe they can, I don’t know yet. Haven’t tested performance.