Showing posts with label Ground Clutter. Show all posts
Showing posts with label Ground Clutter. Show all posts

Thursday, November 6, 2014

Valuable Asset's TGC Store Products

Realized it's been a while since I wrote a review so it's time, once again, to put some poor bastard under the microscope.  Today's victim?  Valuable Assets.

Store link: http://en.tgcstore.net/?md=artist-view&aid=35753

I get the feeling I'll be coming back to this store soon.  Valuable assets showed up on my radar about a few weeks ago and I had planned on writing a review earlier but .. he just keeps releasing new things.  It's so regular I could set a clock by it.  By the time of this writing, I'm pretty sure most of what I'll say will be outdated.  That said, there's enough inventory at this point for me to review a large swath of products.

5 packs and a total of 81 products (for now).

Apparently Valuable Assets also goes by the moniker 'teamhalo'.  Apparently under that older moniker he did a lot of art for the FPS Creator (classic) community.  Indeed, his website link from the forum points simply to: http://www.thegamecreators.com/?m=view_product&id=2262, aka Pack 48 for FPSC Classic.  Google shows me he's also a pretty decent gallery artist as well.  

VA's done a terrific job.  I really like that the textures are clear, yet gritty. They seem of high quality in terms of texture definition and the models themselves fit a very clear theme, which is nice.  Very often I find artists are putting their art all over the place, without direction.  Every single pack thus far plays well of each other pack. 

Looks like where I grew up!

What's the one item I can't live without: This is a hard one.  I really like his grunge city pieces. His trash models are interesting in that they are not decals, but ultimately redundant for my purposes, so that one is out.  The ruined buildings are useful looking, but the utility factor really sits them squarely in a FO3 style environment.  

So really it comes down to price and utility.  The best value for the dollar right now is the blood pack:

Just a fraction of the 31 blood spatters.

Sure, you could say they're all the same (they're not).  But if you have the horror pack or are planning on doing an FPS of any sort - blood is sort of going to be necessary.  There are other blood kits on the store don't compare in quality or type.  This blood looks fantastic and you get a veritable library of crime scene photos.  I really love the attention to the different types of spatter, as well as the dried blood versions.  It'll go really well with the horror kit from TGC.

Yep, that about covers it.  
Pic courtesy of metalinjection.com

The bottom line:  I really can't find enough to say about VA.  He's given three superb free models. He's got excellent, low priced models on the store.  Definitely give him a glance or three.

Wednesday, October 8, 2014

Errant AI's TGC Store Products

I already had a review written up for Errant AI, which I had to scrap.  So I'm writing a new one from scratch to better convey my feelings here.  This is on the heels of the latest newsletter, which featured screenshots of his new products.


I must confess a secret love for all things vending machine.  It's.. kind of weird.  If I could have a downstairs room dedicated to vending machines, arcade machines, and pinball... I'd probably never leave it.  It's weird enough that to the point when I would make houses in the old GameCube game "animal crossing" filled to the brim with vending machines.

I'm literally that weird.

So I kind of have a ton of 'free' vending machines.  Some are good (Gencheff's for example), some are mediocre, some are bad.  Some are excellent (cosmic prophet's diner is a must have freebie collection).  

But nothing.. and I mean nothing - compared to Errant AI's (at the time) lone offering on the store:

Mouth status: AGAPE

Impressively low poly count? Check.
High Def textures? Check.
LOD enabled? Double check.

Oh man.  This guy needs more offerings, I thought to myself.  I was simply unprepared for what he was to unleash next.  So with that, I'm cutting right to the chase here.

What one item can I not live without:  The snack attack pack.  Huge savings (50%), massively diverse inventory and of course... sweet, delicious vending machines.

One should play - o_fortuna.mp3 while looking at this bevy of screenshots:

Eventually found a good shot of the whole pack!

Not just one vending machine (snacks, in this case!)

Not two!

BUT THREE. THREE MORE INCREDIBLY WELL TEXTURED VENDING MACHINES!

And that's not all; he also added a ton of products from the vending machines themselves. All of them are perfect - no stolen brand names.  Completely legit texturing from a copyright standpoint, all equally high quality as the vending machines just waiting for your custom collection/inventory scripting.  

There's even more after this, if you can believe it. 21 snack items in all!

Simply the best soda can in the market.



If I had to choose a non-pack item I would pick... a vending machine.  But only at gunpoint.  I mean seriously, the snack attack pack is such a well priced deal you'd be a fool to buy these items individually.  I understand circumstances vary but given the outright quality of these items there's almost no compelling reason I can think of that will stop me from spending 12 dollars to buy the whole kit and caboodle, as it were.

The bottom line: Beg, borrow, or plead - but find a way to purchase this kit.  I eagerly await future offerings from Errant; his art style, use of color, texturing, poly counts... everything are pretty much as top shelf as it gets.  




Technique Evaluation - Ground Clutter and Vegetation #1

In this series, I will be evaluating Gallery photos (freely available on tgc's website) which are highly rated.  These photos will be specifically selected for the purposes of learning or extracting a technique which I feel they exemplify.

This amateur art evaluation is as much for my own learning as it is for yours.  And while many of these photos will specifically exhibit multiple characteristics that are useful, I will typically focus on one element of it.   I plan on doing these evaluation posts once or twice a week, so far less frequently than store evaluations, at least for the time being.  In a sense, it's the best I can do at trying to give back to what I feel is already a very giving community.

Today's study is in Ground Clutter, it's uses as a means to improve a scene's depth.

When I first started making levels, I noticed that I had a significant problem in that my levels just felt cheap and amateurish.  These levels, I had hoped, would have a good feel and playthrough.  But even after throwing what I felt was a significant amount of clutter about (trash bags, rocks, debris, and other small scenery items) I was very frustrated to find that it didn't have the level of depth I was looking for.

Now take a look at this beautiful photo.
Author: Kajocat.  Skill level? Over 9000.

Compared to my tripe, this was the work of an old master vs a four year old's crayon drawing on a cardboard box.   Mine was on the cardboard, if that wasn't clear enough.  So let's evaluate this picture in depth for a moment here.   The trail leads you to the center of the screen, as a proper focal point should.  In terms of ground clutter items, there are approximately 15-20 bushes of four different types that I can discern.

These are skillfully placed around other objects, to add TO to those other objects.  Example: The house on the left.  It's got several bushes near it to help it from looking naked in the wild.  The trees also have small scrub bushes, as is often found in nature.   Indeed in my native home here in Pennsylvania, this is a very common sight - medium or large scale trees with small brambles or scrub bushes near the base.  The two pair together very well.  Finishing off the scene is some fairly expert use of vegetation.

The vegetation system in and of itself is possibly the best component of the new FPSC engine.  While the terrain system has a lot of flexibility, it clearly needs a bit of work to be up to snuff.  The vegetation system though is impressive in a lot of respects.  The sprites are animated, easily sizeable and colorable and there's a whole host of options for those who own the vegetation pack (Gold backers, for example).  I've found the stock settings are generally insufficient if you want to give your game depth.  One of the biggest 'uglies' in my work vs this picture was how objects would just touch the ground, leaving a discernable binary look to the graphic.  Like "This is the house" and "this is the ground".  There was no visual blending of any sort.  Then I realized... I could use the vegetation to blur that line.


Bare scene

Scene plus clutter


As you can clearly see, there's a marked difference on these scenes.  One is a simple 'town objects, nothing else.  The other is 'town plus desert terrain plus some clutter objects' scene.  The other is the exact same scene, and about 3 different types of plants, rocks, and scrub bushes


.This time, with plantlife.

The above here is simply the same scene with me spraying wildly with some stock vegetation settings plus a vegetation I felt looked good in the terrain.  While it helps and gives it an arid appearance, it seems very blocky and inconsistent.  It also makes clutter objects actually stand OUT more.  It's not bad though, and definitely an improvement.  It's not, however, quite what I'm looking for.


Now check out the difference when I plug these numbers to the maximum (Which is actually my preference, at this point).  Note, the final picture includes minor graphic tweaking to show you what a 'final' version would look like - example, higher bloom settings, adjusted ambient, etc.



The only thing different here is the size of the vegetation and the aforementioned graphical tweaks.  The vegetation values have gone from quantity/width/height of 50 to quantity/width/height of 100.   It's not perfect, but for what basically amounted to ten minutes of work I've created a rather convincing desert scene with significantly more depth.


The shearing of textures as they collide is much less noticeable and you get a much more professional flair with the addition of the vegetation.  On top of that the vegetation looks REALLY impressive with it's size at maximum.  It's flowing movement is much more noticeable in game.

Bearing in mind that this is merely an example; the proper value would probably lie in the middle between half and full settings for vegetation but these are things you have to experiment with to get the best results.  My goal here was to simply show you a process for improving your own scenes as best as possible.    If this was of utility to you, please let me know; I'd love to see some before/afters of your own.