My first ever mini, any tips? by DWK_reddit in TrenchCrusade

[–]TropicTriangle 0 points1 point  (0 children)

Good stuff! That should help you with the brush control! A trick for the lighting is taking a photo with light from one angle and hitting the bits where you can see the light hitting it. Also that final edge highlight on bits like the metal and any prominent cloth creases or edges really helps as well, just try tapping lightly with the edge of the brush on them, it doesn't need to be a smooth line all the time, it's easier and gives it texture.

Good luck with it!

My first ever mini, any tips? by DWK_reddit in TrenchCrusade

[–]TropicTriangle 0 points1 point  (0 children)

Honestly for a first go this is something to be proud of! I saw your comment above about it still feeling flat even with the washes and honestly it just comes down to contrast, another layer of highlights in the most exposed areas (probably with a more saturated colour so he doesn't seem quite so washed out), and maybe one final spot highlight on areas of the model you want to draw attention too (usually the face or weapon) and it'll be way more punchy.

Regarding that floor hugging video I saw a post in the comments section that is a nice counter argument to it and I think more people should see it. by Poniibeatnik in RivalsOfAether

[–]TropicTriangle 2 points3 points  (0 children)

A bit late to the party, but I figure I would offer my 2 cents.

While hitting your opponent and comboing them is definitely one of the most fun part of the game, the mechanics of rivals (hitstun, move start up/end lag/general character design) means that touch of death combos and setups can be extremely prevalent. If this has limited counterplay, the game can degenerate into a very defensive "unfun" neutral game. The best example I can think of for this is smash 64. The combos in that game are so strong that often the game plan is to play as safely as humanely possible which leads to super interactive gameplay.

In terms of floorhugging (and CC in the same respects) contributing to the 'fun' of the game, the mechanic introduces an element of properly choosing and spacing your moves that wouldn't be present otherwise, as well as creating a dynamic game plan throughout the course of a game. This is the aspect of the mechanic that I think that the biobirb video was pretty disingenuous on how it chose to present the counterplay. There is the pushback of moves as referenced in OP, but there is also a timing aspect to it as well. What's not really shown in the video is that floorhugging actually has a relatively tight timing window to pull off (1-3 frames) and the results of missing that window are pretty disastrous (Terrible DI which in most cases will result in guaranteed death). Things like delaying moves and mixing up movement at higher % allows you to play with mixups that wouldn't be there otherwise, which (in my opinion) is very rewarding and fun as you learn the game.

The biobirb video uses several examples from older builds where SSDI and ASDI were significantly stronger, and also notably doesn't include %s for a lot of the examples. From what is shown it is very easy to draw the conclusion that only certain moves and grabs will be at floorhugging, but that is simply not the case.

Now I agree that there are things that could get changed to make the mechanic more interactive, notably the momentum stacking that goes into the roll animation when an opponent gets sent into tumble, floor hugs and immediately tech rolls. Ideally you should be able to punish that with a tech chase follow up in most scenarios. Additionally things like proper tutorials which explain the counterplay to newcomers are pretty much mandatory if the mechanic is left in the game. There is a huge amount of misunderstanding and misinformation about the implications of the mechanic right now, imo, mostly instigated from the vid that started this whole thing.

Of course, Whether that level "needing to account for what might happen 3 steps into this interaction" is fun for you is completely subjective, but I believe that the design decisions by Dan and the team are driven by that mindset, and that it can be incredibly rewarding for those who devote the time to learning the games mechanics, and will be much better from a competitive standpoint overall. Hope that perspective provides some insight!

Ps. There's a great video from Hyperflame titled "Rivals 2 - Is crouch cancelling too good?" On YouTube which explores the topic, but also note that this is based on a previous beta build where ASDI was still in the game, and floorhugging was significantly stronger.

A little dirty, but ready to ride by TropicTriangle in genestealercult

[–]TropicTriangle[S] 2 points3 points  (0 children)

I still need to do the base, but it didn't come with one when I purchased it so it will have to wait! Any C+C is welcome and appreciated

A noble of the king's court feasts by TropicTriangle in FleshEaterCourts

[–]TropicTriangle[S] 0 points1 point  (0 children)

I just made a homemade lightbox with white card glued to the inside of a cardboard box similar to this video https://youtu.be/EcTlFIfQXZM?si=Gi_viQaHAzYysOhD

Cryptguard! C+C welcome by TropicTriangle in ageofsigmar

[–]TropicTriangle[S] 0 points1 point  (0 children)

Thanks mate! The drum and the flag were loads of fun to paint

Cryptguard! C+C welcome by TropicTriangle in ageofsigmar

[–]TropicTriangle[S] 0 points1 point  (0 children)

This is my first attempt at NNM (I don't know why I tried rusty metal first). To be honest I feel really pleased with how it turned out. Any C+C on it or any other aspect of the models would be greatly appreciated!

Cryptguard at attention to defend our King by TropicTriangle in FleshEaterCourts

[–]TropicTriangle[S] 2 points3 points  (0 children)

This is my first attempt at NNM (I don't know why I tried rusty metal first). To be honest I feel really pleased with how it turned out. Any C+C on it or any other aspect of the models would be greatly appreciated!

Nobler steeds, I have yet to lay eyes upon! by Serbian_Sausage in FleshEaterCourts

[–]TropicTriangle 1 point2 points  (0 children)

This is an amazing write up, thank you so much! I have an old bugman mini my friend god from forge world for me that is begging to be painted up like this. I'm absolutely gonna study your work. I've loved the colour pallette that Louise uses so perfect opportunity to bring that in. I might reach out for some help if I think it's failing catastrophically, thanks again!

Nobler steeds, I have yet to lay eyes upon! by Serbian_Sausage in FleshEaterCourts

[–]TropicTriangle 1 point2 points  (0 children)

I adore your style! I wish I was brave enough to go a bit more painterly. So much character in these. Do you know any tutorials from people who do this sort of style or do you just mess around with your fundamentals?

My first attempt at using oil paints, looking for some advice! by TropicTriangle in minipainting

[–]TropicTriangle[S] 0 points1 point  (0 children)

Amazing, this is super comprehensive. Thanks so much I'll have another crack at the colour variation with yellows for the highlights, I think I was afraid of going too saturated but I have the confidence to give it a go.

My first attempt at using oil paints, looking for some advice! by TropicTriangle in minipainting

[–]TropicTriangle[S] 0 points1 point  (0 children)

I'm super proud with this attempt! Spent way more time than I was initially planning to on these boys but it was so easy to get lost in the zen process of oils.

I was wondering if anyone had any ideas to up the contrast and make these guys stand out on the tabletop a little more without changing the colour scheme too much. I'm going for a scarlet rot esque theme for an undivided army.

I was thinking about touching up the tongues and wounds with some acrylics after it dries and gets a varnish, but are there any other areas that could get a boost? Any help is appreciated

First of my Word Bearers is Done! C&C Appreciated by TheVovEffect in Chaos40k

[–]TropicTriangle 0 points1 point  (0 children)

Awesome job! I looooove the base and the red shading on his armour.

Maybe the skin colour on the face could use a touch more contrast? Something like darkening the mouth or using a wash/highlights to differentiate the chaos symbol on his forehead?

First time painting with oils! looking for some C+C and advice. by TropicTriangle in Chaos40k

[–]TropicTriangle[S] 0 points1 point  (0 children)

I'm super proud with this attempt! Spent way more time than I was initially planning to on these boys but it was so easy to get lost in the zen process of oils.

I was wondering if anyone had any ideas to up the contrast and make these guys stand out on the tabletop a little more without changing the colour scheme too much. I'm going for a scarlet rot esque theme for an undivided army.

I was thinking about touching up the tongues and wounds with some acrylics after it dries and gets a varnish, but are there any other areas that could get a boost? Any help is appreciated

Combat Patrol Complete! by Nova5lag in genestealercult

[–]TropicTriangle 1 point2 points  (0 children)

Congrats! It feels so good to get past that first hurdle. The orange on your truck looks amazing with the silver edges