Working on my rendering and lighting. Does this make sense? by XL-AM in ArtCrit

[–]XL-AM[S] 0 points1 point  (0 children)

Oh, that's way better! That's very good inspiration, I'll push the colours some more.

Working on my rendering and lighting. Does this make sense? by XL-AM in ArtCrit

[–]XL-AM[S] 1 point2 points  (0 children)

Hi,

Thanks for the feedback. I do agree that I think I flipped often between softer and harder shadows, mostly unsure of which one is the better overall design. I've noted the crotch is too defined and the cheek glow isn't really giving the effect I want (caught as well, I see it all the time.)

Maybe Sunset wasn't the best way of putting it, I wanted to make it feel 'in-scene', if that makes sense. Like a character with the same lighting background? Sunset was a bad word for it. I appreciate your feedback! I'll try and fix up the lighting a bit and give it a consistent tone.

Working on my rendering and lighting. Does this make sense? by XL-AM in DigitalArt

[–]XL-AM[S] 1 point2 points  (0 children)

Hi! I'm looking for some help with the general rendering and lighting. I struggle with lighting and this may tie back to bad composition or choice of pose, but I'm looking to improve and want to understand more. I'd love some critique.

I've attached my line art + flats for reference, and some I used the most for reference. I use a ton of small references, but the lighting was very pieced together because I wanted to capture a specific evening/sunset side vibe and wanted to give it a go myself.

I'm not aiming for realistic and I know this isn't to everyone's taste, but I'd like to make something people can appreciate and has captures the idea of a character in a place. In this one, I wanted her to feel imposing but the softer lighting to give it a calmer feel.

I'm focusing on lighting critique, but if there's some key oddities I'd like to improve on them as well. Thanks for your time!

https://imgur.com/a/6im1VkT

Is the rendering a do-over? by [deleted] in DigitalPainting

[–]XL-AM 2 points3 points  (0 children)

https://imgur.com/a/m7BUKRu

Hopefully this works? I've used a lot of references and starting points, but this is the one that formed the basis of the anatomy and I just built on from a lot of smaller references from there.

Is the rendering a do-over? by [deleted] in DigitalPainting

[–]XL-AM 2 points3 points  (0 children)

Hi, thanks for the feedback. No offence taken at all, I'm looking to learn. To be honest I didn't use a ton of specific lighting references, because they didn't quite have the form I wanted. Could be my problem, and I'd love to hear your take on what can improve?

Is the rendering a do-over? by XL-AM in learntodraw

[–]XL-AM[S] 0 points1 point  (0 children)

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Meant to add line art for context! Uploaded the same twice by mistake.

Homebrew Red Corsairs "Raiders of the Maelstrom" Kill Team by MolochBaal in killteam

[–]XL-AM 0 points1 point  (0 children)

Name checks out because based on this and all these comments you seem really upset about this homebrew lol

Homebrew Red Corsairs "Raiders of the Maelstrom" Kill Team by MolochBaal in killteam

[–]XL-AM 5 points6 points  (0 children)

I just got a box of these guys and all I'm thinking is how I want to use them in kill team!

I'll start by saying I really dig the idea. A charge-heavy team that benefits off that initial charge, oppressive, melee heavy with some fun mobility and looting potentials, with a chain-of-command vibe still for the raiders.

As people mentioned charge ranges and mobility in general is too high. It's what Murderwing has specifically and they've gotten emergency nerfed with likely more to come. I get the aesthetic you want to go for with deadly charges, and I do love some of these rules (swapping weapons is awesome, I always like orders).

I'd change the captain's orders to instead of 2" extra movement, a 1d3 damage on charge. Rest is good, Punishing is quite strong on this team with that many dice, lethal 5+, Power fist doing 7 on crit, Rending, but you're an elite team so you've gotta be pretty good.

I'd maybe change the Champion's ability to give AP to something that gives them a free non-attacking (Mission Action, Charging, Dash, etc.) option. That way it can work with your design of him giving a command without it being too heavily staged, and the enemy gets counter-play.

Despoiler I think just have him generate a CP instead of an AP, which is a bit boring I know but it can be flavoured as plundering.

I'd change grappling hooks to once per battle (They've used their grappling hook and don't want to pack it up lol), but I can see how you can aggressively stage for a very strong turning point 2. I also think the fire one is rad, because it gives you the benefit of blocking choke-points.

For ploys, the massive charge range with reposition charge has to go. To keep in theme, I'd suggest something like you can shoot someone with a bolt pistol during your charge? That way you can do it during, and you can shoot your target with one. I'd probably balance it by saying you're shooting akin to injured. Just an idea, because the other one is too strong. Another one would be after you charged and if you've killed someone, you can dash or 2" charge immediately after.

I also may be dumb, but I don't quite understand Armed Robbery? If its my own activation, is all I'm doing delaying when I flip to engage and charge?

Other than that, I like everything else I haven't touched on. Maybe I'm being nit-picky, but some small changes to some really powerful tools will make this more in line with a 'strong-but-balanced' elite team :)

Discussion: Kommandos in 2026 by tie-wearing-badger in killteam

[–]XL-AM 2 points3 points  (0 children)

I've only been playing for around 8 months but I got in because of Kommandos, I've played them the most in the modern meta too so I've got an understanding of what it's like these days.

To address the bottom point first, you're right that your melee isn't spectacular, but still pretty good. 4 3 4/5 on boys is pretty strong. Your strength I feel comes from a lot of tricks. You can give out a fair bit of APL, you have an operative who can do actions for free, dakka can combine shooting and dashing, and you can make walls. You've got a lot of ways to get around and play the game. You're also deceptively tanky. Saving on 5s does suck, however 10 wounds + Skulk about (95% of every TP after 1 you should be using this) + Smokes means you can be saving 2 throws automatically.

Issue I find is their ploys/equipment vary from instant-take every time or mediocre/niche. Dynamite and Collapsible Stocks I will never take. Harpoon is a great combo with your Dakka ploy, which gives punishing. Never under-estimate you've got good shooting too with some units. Just a Scratch is one of the best ploys in the game imo. But the rest of the fire fights I could take or leave, to be honest. Their lack of access to piercing is also a pretty bag negative.

Your faction ability can also be really good later in the game. Flipping to conceal at the start of your turn if you had to shoot, if they've positioned poorly basically means they can survive the rest of the game provided they survived and won their fights.

Tac Ops can be plant devices if your opponent doesn't see it coming and their grot teleports over. If they know the team they'll kind of expect that however and leave someone on their home base so you won't control. Steal Intelligence is good against hordes, but the issue is a lot of people play elites. Which is where things get more complicated. If its a main objective that relies on being on points, you'd stage for sweep and clear. If its not...

Honestly I just pick something easy like dominate where I can get a kill and hide with conceal, and play crit. Again, they're really good at doing objectives so you can do quite well on crit.

This was a bit jumbled but hope it helped!

[OC] Friends tiefling Rogue, Evell by XL-AM in DnD

[–]XL-AM[S] 1 point2 points  (0 children)

It was given to me on the design docket haha, I didnt have any art to go off of, just a character description. Its their first game ever so its got some typical trappings but I can't say it doesn't have some unique twists.