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 3,160)
AlCool
AlCool @ Chivalry Medieval Warfare GDC Trailer 2012

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!

Good karma+2 votes
AlCool
AlCool @ WoD

360 degree attack arc my rear

Good karma+1 vote
AlCool
AlCool @ Gun_Scene

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!

Good karma+1 vote
AlCool
AlCool @ Gun_Scene

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.

Good karma+1 vote
AlCool
AlCool @ Gun_Scene

Wood is a lot less plastic now!

Good karma+1 vote
AlCool
AlCool @ Gun_Scene

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.

Good karma+1 vote
AlCool
AlCool @ Gun_Scene

Smaller is better!

Good karma+1 vote
AlCool
AlCool @ DecDoyle

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

Good karma+2 votes
AlCool
AlCool @ Test_Background

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.

Good karma+1 vote
AlCool
AlCool @ Gun_Tests

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.

Good karma+1 vote
AlCool
AlCool @ Gun_Tests

Leathery

Good karma+1 vote
AlCool
AlCool @ Gun_Tests

Lightbeams arent added in for these renders D:

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

Good karma+2 votes
AlCool
AlCool @ Gun_Tests

Dat Scope

Good karma+1 vote
AlCool
AlCool @ Buggy_Dry_Lake

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)

Good karma+1 vote
AlCool
AlCool @ Test_Background

Damn you overexposed yellow!

Good karma+1 vote
AlCool
AlCool @ Test_Background

Dangerous dangerous frozen lakes.

Good karma+1 vote
AlCool
AlCool @ AJ_Quick

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!

Good karma+1 vote
AlCool
AlCool @ Dune Buggy

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

Good karma+1 vote
AlCool
AlCool @ Dune Buggy

Wide lens' are fun!

Good karma+1 vote
AlCool
AlCool @ Dune Buggy

Growlx2

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

Good karma+1 vote
AlCool
AlCool @ Dune Buggy

The last thing you'll see...

Good karma+1 vote
AlCool
AlCool @ Dune Buggy

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.

Good karma+1 vote
AlCool
AlCool @ Dune Buggy

Netting thanks to inspiration by booman and stuntcaronline!

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

Good karma+1 vote
AlCool
AlCool @ Dune Buggy

Dark and spooky...

Good karma+1 vote
AlCool
AlCool @ Dune Buggy

I almost added spikes to the front bumper. ALMOST!

Good karma+1 vote
AlCool
AlCool @ Dune Buggy

Vroom!

Good karma+1 vote
AlCool
AlCool @ Dune Buggy

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!

Good karma+1 vote
AlCool
AlCool @ Buggy_Dry_Lake

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!

Good karma+1 vote
AlCool
AlCool @ Buggy_Dry_Lake

Growl

Good karma+1 vote
AlCool
AlCool @ Buggy_Dry_Lake

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.

Good karma+1 vote
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