Going to the Art Institute of Vancouver studying 3D Modeling for Animation and Games. Gamer on the side (When homework doesn't control my existence). Want modeling help? Give me a shout! Fav Game: TC:E (True Combat:Elite a tactical realism shooter). Unreal fan. Nu-Metal <3

Comment History  (30 - 60 of 3,165)
AlCool
AlCool Mar 22 2012, 1:41am says:

I would definitely be one for a bit less jarring movements. Possibly a max turn speed to prevent what happened in the mod with attack and retreat being a major tactic (damn harpys).

A major step up from the last trailer definitely! Amazing work guys!

+2 votes   media: Chivalry Medieval Warfare GDC Trailer 2012
AlCool
AlCool Mar 5 2012, 11:45pm says:

360 degree attack arc my rear

+1 vote   media: WoD
AlCool
AlCool Mar 5 2012, 1:58am says:

Had to turn down the anti aliasing on this scene.

Old render times average - 15:00
New render times average - 9:00

There's a couple hick ups in the bottom right, but another final gathering pass will fix that right up!

+1 vote   media: Gun_Scene
AlCool
AlCool Mar 5 2012, 1:44am says:

Definitely like the wood better the way it is now over how it was before. Looks more natural without the white shiny bits on it.

+1 vote   media: Gun_Scene
AlCool
AlCool Mar 5 2012, 1:43am says:

Wood is a lot less plastic now!

+1 vote   media: Gun_Scene
AlCool
AlCool Mar 5 2012, 1:43am says:

You can still see it a bit, but not nearly as much as before. Shading it blue looked funky, but a bit more screwing around should fix it.

+1 vote   media: Gun_Scene
AlCool
AlCool Mar 5 2012, 1:42am says:

Smaller is better!

+1 vote   media: Gun_Scene
AlCool
AlCool Mar 5 2012, 12:34am says:

Keep on modN'! Maybe post some of the content that you yourself made from the new project?

+2 votes   member: Dec1234
AlCool
AlCool Mar 3 2012, 3:55am replied:

This is a static render. These shots take about 2-5 minutes depending on the quality I render them at. This is by far the fastest rendering of the 3 scenes I've been working on.

It isn't quite photo-realistic due to the shaders not working as I'm trying to get them too (Mostly just the front yellow part). It's mostly int he reflectivity and spec I need to work on it.

+1 vote   media: Test_Background
AlCool
AlCool Mar 3 2012, 3:52am replied:

This one looks a LOT better closer up then the other one does. I also like the way this one looks from further away. Took a lot of tweaking to get it the way I wanted and to match the reference I was using, but to me it looks a lot better then the last one.

+1 vote   media: Gun_Tests
AlCool
AlCool Mar 2 2012, 1:55am says:

Leathery

+1 vote   media: Gun_Tests
AlCool
AlCool Mar 2 2012, 1:55am says:

Lightbeams arent added in for these renders D:

Downed the bump on the wood some, does it seem too bumpy still?

+2 votes   media: Gun_Tests
AlCool
AlCool Mar 2 2012, 1:54am says:

Dat Scope

+1 vote   media: Gun_Tests
AlCool
AlCool Mar 1 2012, 11:01pm replied:

I personally don't bake high poly to low poly unless I'm using mudbox or zbrush, neither of which I've had access to for these scenes. I do however bake normals in maya itself for some details (Very easy to do) which are used in the background and such to match the closer geo detail.

I do like the buggy though, I just wish the poly usage was a bit better (At least to the way I would do it, though I may be bias/wrong)

+1 vote   media: Buggy_Dry_Lake
AlCool
AlCool Mar 1 2012, 10:58pm says:

Damn you overexposed yellow!

+1 vote   media: Test_Background
AlCool
AlCool Mar 1 2012, 10:58pm says:

Dangerous dangerous frozen lakes.

+1 vote   media: Test_Background
AlCool
AlCool Mar 1 2012, 6:19pm says:

Uh oh! Looks like someone beat you to the punch! Gametrailers.com

In all seriousness though, Depth looks amazing. Can't wait for the release!

+1 vote   member: AJ_Quick
AlCool
AlCool Feb 26 2012, 1:05am replied:

Your FACE seems a bit baloonish! ;D

I think it's just that they are very dark compared to everything else, so the details are obscured a bit (Though I have quite an abnormally bright monitor).

Maybe a seperate AO pass will make them a bit crisper and change that :D

+1 vote   media: Dune Buggy
AlCool
AlCool Feb 26 2012, 1:03am says:

Wide lens' are fun!

+1 vote   media: Dune Buggy
AlCool
AlCool Feb 26 2012, 1:02am says:

Growlx2

The only clouds in the sky just for this lol...

+1 vote   media: Dune Buggy
AlCool
AlCool Feb 26 2012, 1:02am says:

The last thing you'll see...

+1 vote   media: Dune Buggy
AlCool
AlCool Feb 26 2012, 1:02am says:

Probably a good idea to do a seperate shadow pass and blur it a tad in post, though I could easily have it blurred in Maya, but it might add more rendertime then I'd like.

+1 vote   media: Dune Buggy
AlCool
AlCool Feb 26 2012, 1:01am says:

Netting thanks to inspiration by booman and stuntcaronline!

Might still add a few poly onto it to make it a bit more wavy.

+1 vote   media: Dune Buggy
AlCool
AlCool Feb 26 2012, 1:00am says:

Dark and spooky...

+1 vote   media: Dune Buggy
AlCool
AlCool Feb 26 2012, 12:59am says:

I almost added spikes to the front bumper. ALMOST!

+1 vote   media: Dune Buggy
AlCool
AlCool Feb 26 2012, 12:59am says:

Vroom!

+1 vote   media: Dune Buggy
AlCool
AlCool Feb 26 2012, 12:59am says:

Shadows are darker with AO rendered into them. Probably will still add a seperate AO pass to add some more depth to a few spots!

+1 vote   media: Dune Buggy
AlCool
AlCool Feb 25 2012, 6:19pm replied:

The cracked desert was based on some photos, then modified a section to become repeating, then modeled it as geo.

My main problem with the buggy U linked is the lack of particularity (Reflectivity in a game not as much) on the materials, and the use of polys in the wheels but not on the surfaces that are supposed to be round like the metal bars.

It does however make me want to find a place to put in that race-car-ish mesh that they cover windows with in here somewhere, because I forgot how awesome they looked!

+1 vote   media: Buggy_Dry_Lake
AlCool
AlCool Feb 24 2012, 2:21am says:

Growl

+1 vote   media: Buggy_Dry_Lake
AlCool
AlCool Feb 24 2012, 2:20am says:

Testing some texture changes, to see what needs tweaking or upressing for the shot. Got a lot of these but I just really like this shot.

+1 vote   media: Buggy_Dry_Lake
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