If you are going to do a close up then as sed above, the barrel looks really plastic. Everything is uniform, no grooves (planks) and little or no variation. The upside down gun in the first pick looks odd. The grip and the barrel are way too close in texture and half closing your eyes makes it disappear against the barrel surface. As sed the grunge over the pistol metal is way too uniform.
Hi, I'm looking for some general feedback on this piece. I haven't painted in a long time so it was a bit of a freestyle to get my hand moving again. The original aim was to create a warm tavern. Any feedback is welcome. Many thanks!
I would not derail this thread with talks about Concord, it could probably have it's own thread as I think there is a lot that could be discussed from a gameplay, visual, design and dev perspective. However I really do caution about being careful about which videos you share about it as the conversation has been overwhelmingly scooped up by reactionary content creators and outrage farmers. I personally know quite a few very talented people at Firewalk and while the game time may not be your jam (PvP only definitely isn't mine) the fidelity of the game is overall very high and a lot of effort went into it, even if it also missed the mark in other ways. Considering the industry is close knit, I would remain civil and nuanced about this one.
Returning to the Star Wars Outlaws discussion, the game seems like pure vibes. If you're looking to be deeply immersed in a Star Wars world I can definitely see this being your jam. The gameplay may not be the deepest, but it's there flawed as it might be in some regards, and idk maybe a simpler gameplay style is just fine for those who want to be in the world and enjoy the atmosphere.
I can't help but notice a few things in this thread though:
Also we learn more about Kay's family during the game and it's clear she
gets her face ass from her father, possible Ben Affleck cameo in
sequel?
Like many were wondering why she looked like that and but atleast the game seems to explain the reason simply as, "On a scale of 1 to 10, sometimes the roulette wheel of life does throw up the odd zero."
Is this sort of commentary necessary? This sort of dribble is what got the first thread shut down, it just looks like reactionary BS unsuccessfully trying to play off as a valid criticism. Why is the fixation so strong on how she looks and whether or not she is "attractive"? Something that is purely subjective to begin with. If it is something you don't like, that is ok, you can still enjoy a thing if you don't find the main character attractive in a way that is to your liking.
Kay is an overpowered thug, but can't carry rifles up ladders and only uses a pistol in near perpetual steath mode.
This is a gameplay and design complaint/issue that is lobbied as one about the character herself. This issue would have been present regardless of who, or what gender the main character was. This again, shows a reactionary sentiment seeping through trying to play off as a valid criticism. Why call her an overpowered thug? That seems kind of loaded and I can't see that same sort of language used if this was Han Solo for example. That is just the kind of stuff we do for the hero character, we make it so they can punch the baddies and take them down, regardless of gender.
It looks nice I think it could have been pushed further in the 'post apocalypse' theme. If I didn't read your title or see the flag, I wouldn't know it takes place in the fallout universe, or after a nuclear war. Litter, colour, textures are all quite nice, I just feel the floor could have broken pieces, or the walls missing large chunks or something.
There was a white paper a while back (apologies, I couldn't re-find it) where CGTrader released their own internal research on what people were buying. Electronics tended to have a high price point, as people wanted to put in the latest iPhone into their renders, but had a sharp falloff on longevity, because it only lasted a year (because people wanted to latest iPhone model.) The best model to price points were rigged animal models (probably for commercials or animations) and vehicles, I mean hyper-real looking cars and trucks. These models easily sell for 150-200 bucks a pop, and it makes sense because they are incredibly difficult to model, and make look realistic, and they take a very long time to create. That said, if you are looking to model for money, you can't pick the things you want to make, you have to find a niche of products that people want, and create them. By creating for the market, you will get better because you will have to model things that you wouldn't normally model, and you will have to strive to make it of really high quality. Also, you should be charging more for your model. 5 dollars for a model is just insulting. Yes it's a good deal and a decent asset, but I there is a weird psychological effect with people that they will go for "middle value". They aren't going to pick the most expensive (I'm being ripped off), but they will be suspicious of a very cheap asset (this poly structure or UV setup is probably awful for such a cheap asset.) I have bought models for cheap, then immediately regretted it after inspecting the model and realizing I was going to have to do 2 or 3 hours of cleanup. Check this artist out: https://www.turbosquid.com/Search/Artists/BBB3viz Extremely talented artist modeling in a very saturated market, archviz and commands much higher prices than you would expect. That should be your goal, so your back catalogue keeps making money each month. Hope this advice helped.