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  (90 - 120 of 3,165)
AlCool
AlCool Feb 13 2012, 9:51am says:

Lazy! :D

GL with your other projects, and maybe this mod will see the light of day in the future. It deserves it!

+1 vote     article: The Mortewood Plaza - Dead?
AlCool
AlCool Feb 13 2012, 9:49am says:

I just realized that the Hunter class diver in the last image looks JUST LIKE YOU OMG

+1 vote     media: Earbuds
AlCool
AlCool Feb 13 2012, 9:48am says:

Now while I do love me a good zombie game, most on that list to me are not that. There are few I enjoy, but I enjoy those few a LOT

-1 votes     media: ....
AlCool
AlCool Feb 12 2012, 4:53am replied:

Thanks :D Lighting and rendering always seems to yield the most rewarding results!

+2 votes     media: Lighting Tests
AlCool
AlCool Feb 12 2012, 4:51am replied:

YES SIR PLEASE DON'T HIT ME AGAIN SIR I'LL BE GOOD SIR!

+3 votes     media: Snowmobile
AlCool
AlCool Feb 12 2012, 4:50am replied:

Well besides that it was a near perfectly circular hole, there are footprints leaving the edge of the scene. Still everyone thinks I am a terrible person pushing terrible motives.

+1 vote     media: Snowmobile
AlCool
AlCool Feb 10 2012, 1:58am says:

Thems be fresh tracks. Just hope he isn't being followed!

+1 vote     media: Snowmobile
AlCool
AlCool Feb 10 2012, 1:58am says:

First question I got about this scene and shot

"Did he fall through the ice?!"

I swear noone knows what ice fishing is anymore...

+2 votes     media: Snowmobile
AlCool
AlCool Feb 10 2012, 1:56am says:

Thems be an old bucket

+1 vote     media: Snowmobile
AlCool
AlCool Feb 10 2012, 1:56am says:

Demand more textures!

+1 vote     media: Snowmobile
AlCool
AlCool Feb 10 2012, 1:49am says:

Brighter then before (even though Jpeg made it darker)

Also now with 100% ray tracing instead of depth map for some of the lights!

+1 vote     media: Lighting Tests
AlCool
AlCool Feb 10 2012, 1:48am says:

Man does that chair look comfortable...

+1 vote     media: Lighting Tests
AlCool
AlCool Feb 10 2012, 1:48am says:

The gun does infact fit quite well into the case. Though I might enlarge it so it looks more like it, even if it is angled when fit into the case.

The case foam can be smoothed if it doesnt look right after normals and textures, but I'd rather not add a ton of polys if possible.

+1 vote     media: Lighting Tests
AlCool
AlCool Feb 10 2012, 1:47am says:

Looks like MY workdesk... Ok maybe not

+1 vote     media: Lighting Tests
AlCool
AlCool Feb 10 2012, 1:46am says:

Close ups ftw

+1 vote     media: Lighting Tests
AlCool
AlCool Feb 10 2012, 1:46am says:

Some shader tests for the metal. Everyone loves shaders!

+1 vote     media: Lighting Tests
AlCool
AlCool Feb 10 2012, 1:45am says:

Testing some overall lighting. Brighter then before so props can actually be seen.

Not sure if any other props necessary at this point. If it feels empty during texturing might add some more.

+1 vote     media: Lighting Tests
AlCool
AlCool Jan 28 2012, 1:07am says:

MOAR PROPZ

+1 vote     media: Lighting_Test
AlCool
AlCool Jan 19 2012, 10:03pm replied:

No you see that's the trick. This is the furthers corner of the geo ground, where it becomes a flat plane with a normal map only.

That line you see is the drop off from the polygons to the flat plane, but you will never get this close to the edges and it becomes impossible to tell. Really it's just to save geometry in the shot. It only needs to go out as far as the camera can see it.I can also move it up higher so it lines up a bit more on extreme angles, but I'd need to make an edge down to block from seeing underneath the world.

Good eye BTW :D

+1 vote     media: Dry_Desert_Scene
AlCool
AlCool Jan 19 2012, 10:00pm replied:

Yeah I was thinking of doing a second variant. I said it on a dif picture but, the background was made to look like it already has DOF on it, so when I add that in compositing, I won't need as much. I can unblur it if I need to thought. The horizon line does look pretty bad with no DOF on the ground plane definitely.

Thinking about it, it's the normal map and texture becoming lower values in the distance that fakes the DOF on it a bit, haha.

+1 vote     media: Dry_Desert_Scene
AlCool
AlCool Jan 19 2012, 9:57pm replied:

I actually had little trouble with stretching and angles, but I guess I'm used to doing these kinda of things. The only problem I've had in those areas is with the buildings. One fix for it I find is making the skydome immensly far away, which mine isn't. Might need to zoom it further away.

Like I said in the other one, I'll check in compositing, because I definitely don't want the background to clash with the foreground.

+1 vote     media: Panoramic
AlCool
AlCool Jan 19 2012, 9:55pm replied:

Just one thing though, I intentionally blurred it up a bit so I wouldnt have to as much in compositing. Whats in the middle will be the showpiece, but I want the background to look real enough.

I just used a square brush for these, but i know what you mean about the photorealistic and painted styles clashing. I'll make sure to do a quick composite to check how it looks with the depth of field effects.

+1 vote     media: Dry_Desert_Scene
AlCool
AlCool Jan 18 2012, 8:53pm says:

The main parts I want to change are the border. The hills and buildings specifically.

The resolution is quite a bit bigger then it is here, of course.

+1 vote     media: Panoramic
AlCool
AlCool Jan 18 2012, 8:49pm says:

Didn't think clouds were so fun to paint.

+1 vote     media: Dry_Desert_Scene
AlCool
AlCool Jan 18 2012, 8:49pm says:

The builders had mere seconds put into them, unlike the smoke. Havn't found the kind of builders I want to put there. Maybe I'll just wing it.

Oh hai repeating ground. Might need to make that gap thats really noticable smaller.

+1 vote     media: Dry_Desert_Scene
AlCool
AlCool Jan 18 2012, 8:48pm says:

Wide-ish lens testing the ground again. It will look repetative in a few shots, but really the camera wouldn't stop moving and make it so easy to notice. Might stagger the ground a bit to fix that if it becomes a problem.

+1 vote     media: Dry_Desert_Scene
AlCool
AlCool Jan 18 2012, 8:46pm says:

If u look carefully towards the top left or right, you can see the line where it goes from poly to normal map. You would never get this close to the edge anyways.

+1 vote     media: Dry_Desert_Scene
AlCool
AlCool Oct 27 2011, 12:33am says:

Congrats on the release! Although I'd love to see an objective mode, the wave based gameplay is still addicting as HELL

+1 vote     article: The Haunted: Hells Reach is out now!
AlCool
AlCool Sep 26 2011, 11:24pm says:

Looks incredible! I definitely agree with those above, this is professional quality, and should be a hit!

+2 votes     article: Renegade X - Beyond Black Dawn
AlCool
AlCool Sep 17 2011, 11:23pm replied:

Yeah that would look great. Shouldn't be too hard either.

+1 vote     media: Armory_Test
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