First GFX, any feedback?

Hey all, just made my first “GFX”

(Improved & 2 more can be found here)

Anyone have any feedback? (Other than the obvious lack of a proper background)

Completely open to criticism and tips!
Also, if anyone knows a better way to get roblox rigs into studio, please inform me, my current method is NOT good. (Posing in studio and exporting obj to blender)

Cheers.

1 Like

I think it overall looks great, it’s just that i feel like the character should be more put into the main focus.

Couldn’t agree more, which is why I started rendering an updated version right after making this post.


(Empty space at the top is for game title)

1 Like

By the way, really don’t hesitate to add things after rendering within a photo editing software, most GFX artists do that to enhance their renders. You can find some free packs online if you look it up.

It’s really just too dark. Brighten things up a bit so it’s easier to see the avatars.

1 Like

Update: I made 2 more renders & had a friend help me with the first one.
Here’s the results:

2 Likes

Ok, now this is SICK!

The second thumbnail has to be by far my favourite!
I would say using the same scenes/concept for the icon because it doesn’t fit quite well.
The thumbnails look more professional than the icon.

So I would say, overall, to make the icon similar, if not the same as one of the thumbnails.
Also, when will this game be released? I would love to play it!

1 Like

The game actually is already released, however we’re working on an update so big its effectively a rework of the mechanics. I have zero idea when that update will be done, but its getting there.

Massive list of change logs for this one update
  • P90 fully added,
  • Settings menu revamped,
  • New setting added (static crosshair), still a WIP though,
  • Shop menu revamp started,
  • Aim assist added (settings WIP),
  • Camera bobbing removed,
  • View bobbing animation changed,
  • Trees animated,
  • Attachments fully implemented,
  • Crossroads revamp is around 57% complete,
  • Footsteps added,
  • Crouching half added, animations pending replacement,
  • Various bug fixes and optimizations implemented,
  • Sound API changed to new API with support for automatic muffling & reverb, still tweaking it to sound good,
  • Locker UI slightly altered, gun stat colors now display themselves corresponding to the entire class, not every gun,
    • ie, the Kriss Vector shows as having the best firerate in the SMGs tab, but the M4A1 shows as having the best firerate in the Assault Rifles tab.

And this is just things we’ve implemented so far, we plan to add more QOL content.

Such as
  • Selecting either “Primary” or “Secondary” in the locker tab will automatically select whatever gun you have equipped (for ease of skin/attachment editing),
  • Teleports (such as the Firing Range) will get an extra prompt, so you don’t misclick the button and get teleported.,
  • Shop UI Revamp will allow you to properly preview the skin on its gun (similar to how the locker functions),
  • Extra crosshair settings, such as being able to set the color,
  • Extra graphics settings, such as the ability to change the draw distance for particle effects

That’s awesome! When I read about aim assist, I got really interested because the only first-person shooter game I know that has effective aim assist is Rivals.

So, this is a huge step up! I can’t wait to play this game with my friends sometime!

Rivals “Aim Assist” is moreso Auto Aim which I’m avoiding, so don’t get too excited.
The functionality of my games aim assist is literally to just nudge your camera in the right direction, not to completely track enemies for you.

I agree, but I believe that auto-aim is crucial for console and mobile players in Rivals. The game is so fast-paced that it feels almost necessary to compete against PC players and win.

I would love to see the aim assist in action, though!