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Luciano Gatto / 3D Environment Art & Props Portfolio
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Luciano Gatto / 3D Environment Art & Props Portfolio

Luciano Ferraz Gatto
by lucianogatto on 18 May 2021 for Rookie Awards 2021

Hey everyone! My name is Luciano Ferraz Gatto, I am currently an MFA student at Savannah College of Art and Design (SCAD). This is my portfolio currently, all the projects I have done since mid last year until today. I have improved a lot during this time and I hope you guys like it.

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Hey everyone! My name is Luciano Ferraz Gatto and I am currently an MFA student at Savannah College of Art and Design. This is my portfolio, mixed with 3D environments, props and materials. 

1. Burning Lair, concept by Lee Fitzgerald. 

I really loved a concept art by Lee Fitzgerald, who is also a really big fan of the stunning world of The Last of Us, so I really wanted to give it a try in 3D inside Unreal. I used this scene to practice my lighting, with both a day-time and night-time version and also practice my subsurface scattering skills with the covered car. I made some slight changes from the concept, but I believed I made justice to the concept overall. I created most assets inside Maya, with the exception of the foliage (megascans) and the human body I got it from Epic's metahuman, I did however change the rig of the character and textures. The concept is based on a Canadian ice hockey skating ring, hence the Canadian flag. But I also like the idea that the events of TLOUS happened in the entire world and the Fireflies are there too. All the pieces are modular. 

2. Murder Diner

Murder Diner started as a project for CGMA modular environments class, but I decided to take it a bit further as new ideas and concepts popped up. The entire scene is game ready and completely modular. I utilized the principals of modularity and it was interesting experimenting Clinton Crumpler's trimsheet creation workflow. On this scene a murder has happened after an attempt at a robbery. All my models were done in Maya and textured within Substance Painter. It has been the scene were I have used Decals the most as well inside UE4 and I have learned a lot more on how to use them during this experience. 

Modular Pieces and Trimsheets I created for this scene. 

3. Operation: The Hunt

For this scene I wanted to explore creating foliage trough photogrammetry. I created a scene of a hunter's equipment he would use in a jungle. I was very inspired by Tomb Raider's camps that show up throughout the game and wanted to reference that and pay homage by showcasing Lara's signature weapon the new series, which is the bow. I created the foliage using a photogrammetry process with SpeedTree. I also used SpeedTree to create trees that cast shadows on the scene. The rest of the models I made inside Maya and Zbrush. I only utilized Megascans for a placing a few objects on the ground that wouldn't be seen as much and mostly out of focus, otherwise, all content was created by me. I am also fully responsible for all the lighting on the scene and post process. For the ground I utilized a mix of vertex paint with dithering.

My photogrammetry process: 

4. Operation: Classified

I created this scene for the Springfield XDM-9 I had modeled for CGMA. The scene is inspired by spy movies and in particular, 007, with a few easter eggs in the scene referencing him. I modeled and created all the textures for this scene, as well as the lighting and post process. I would like the thank Ubisoft Toronto's Associate Art Director, Billy Matjiunis, who aided me and looked over me while I created this project during my mentorship with him, I learned a lot from him and I will always be thankful. The brick wall texture was also created by me in Substance designer.

Substance Designer Brick material I created and used on this scene:

5. AC Valhalla Weapon Set [ Fan Art]

I created this diorama and polished my assassin's creed valhalla axe I had previously modeled and vastly improved its textures and model. In order to create this scene I modeled additional assets such as the shield and using nCloth simulation in Maya, the pelt model in which I later on applied a material from Quixel. Some of the other assets such as the buckets and the wood barrels are from Quixel.

6. MAARS [Art Test]

 Did this scene a bit quicker then the others, I worked on this for an art test. I had to create the modular military drone (MAARS) with certain specifications. After the test was done and submitted, I created a small scene for it in Unreal using Quixel assets to get some nice shots of it. The asset is fully modular and completely game ready, as requested for the art test.


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