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Davide Perino - Showcase 2022
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Davide Perino - Showcase 2022

Davide Perino
by davideperino on 1 Jun 2022 for Rookie Awards 2022

Hi! I'm a second year student at DAE Howest. Here you'll find a collection of the projects I worked on during this year. I am also the environment and shader artist behind the game entry "Cloudy with a Chance of Cannonballs" (https://www.therookies.co/entries/16892).

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Sat-Com Leopard1 Military Radio

Final assignment for Game Assets Pipeline. We had to model, bake and texture an object that could be present in a mercenary’s hideout. I decided to go for this military radio.

Modeled in Maya, baked and textured in Substance Painter.

Renders made in Unreal Engine 4:

Vortex StrikeFire II Red Dot

Assignment for the Game Assets Pipeline course. We had to make a complex object with the theme "optics".

Modeled in Maya, for the Highpoly I used a mix of techniques: some sub-d modeling in Maya, some crease tool always in Maya, some retopologizing/dynameshing in ZBrush. Textured in Substance Painter.

Renders made in Unreal Engine 4:

Burnt Ratchet

Assignment for the Game Assets Pipeline course. We had to make a tool.

Years ago a truck caught fire and my father’s truck shared the same fate (no worries, he wasn't there), along with what he had, including a toolbox. This ratchet comes from there.

High poly and low poly modeling in Maya. Baking and texturing in Substance Painter.

Renders made in Unreal Engine 4:

The Tower - Unreal Engine 5

First assignment for the Environment 2 course at DAE Howest. Theme: "Ruins".

I decided to use my painting from last year Tower Assignment as a base: https://www.artstation.com/artwork/q9mQkP

After a quick blockout in Unreal Engine 5, I moved to Houdini to make a base landscape, including the river.
UE5 was in Early Access at the time and had some problems with landscapes, so I converted it to geometry, and sliced it in different parts for optimization.
Material with triplanar projection, some vertex painting and we have our landscape.
The clouds were also made in Houdini.

After that it was all about dressing the scene. Quixel Megascans assets and materials were used to do that, the only exception being the Tower itself. I quickly modeled it in Maya and, after importing it in Unreal, used Triplanar projection to use a material from Megascans.

The ferns around the river were also modeled by me, using a base color as a base to create all the other maps with Photoshop and Substance Painter (no baking).

Archviz - Bedroom UE5

Second assignment for the Environment 2 course at DAE Howest.

We had to make an Archviz scene in UE5 using baked lights, so I made this bedroom, using a picture as reference.

Some assets are from the UE Marketplace, some materials from Quixel Bridge, some of the models I made myself to match the reference.


Procedural Medieval Building

Final Exam for the Procedural Assets course. We had to make a procedural assets in Houdini, and I chose to make a Medieval Hut Generator. Because one floor was not good enough for the assignment, I had to add more, and it became a Medieval Building Generator instead (though it looks better with one floor).

After importing the HDA file in Unreal Engine, you can feed four modular meshes (from Quixel Bridge in this case) as input (door, wall, window are the necessary pieces, the fourth input is not necessary to create the building, but you can use it to add a different window/wall, to add some variation.

Houdini then creates the building using an L-System as a base, allowing an easy generation by just changing a seed value. There are no roof pieces for these medieval buildings on Quixel Bridge, and I wanted to have a thatched roof, so I generate it procedurally in Houdini. I also generate the wood beams under the roof, the chimney, and the wood pillars/beams between each wall piece (the meshes didn't combine perfectly well).

We also had to create three materials in Substance Designer. Because I generate different pieces that have no material, I went with those: wheat for the roof, wood for the beams, and a "wall" material for the chimney.

Procedural Sci-fi Stairs

First Assignment for the Procedural Assets course: make Sci-fi Stairs in Houdini + a material in Substance Designer.

I focused on allowing a lot of customization (for example the shape of the steps, handle) plus the possibility to either use a straight line, bend the result, or use a curve.

Witch's Camp - Sculpting

This was my result for the Sculpting course exam. We had to sculpt five props that would make a diorama of an "Adventurer's camp". My adventurer happens to be a Witch, so I made a Staff, Spellbook, Cauldron, Hat, and Bag. Plus the parts for the environment of course.

While we were allowed to use concepts/designs, from other people, I tried to come up with my own and I'm quite happy with the result.

Procedural Environment

During the first semester we had the course Procedural Environment, in which we learnt how to generate landscapes in Houdini, and this was my result.

Nascondino / Hide-and-seek

This is my result for the course Scripting 1. We had to make our own game using Unreal Blueprints. I came up with the idea of making a Hide-and-Seek (Nascondino in Italian) game, in which the player has to look for those who hide (AI, it's not multiplayer). After a while they will try to run to base and if they do, the player loses.

The player has the possibility to summon Doggo (his dog) and, once per match, ask for help. He is quite a wild card though and instead of leading to an Hidden One, it might guide to one of his toys. In this case, an Hidden One will try to run to base.

The player can also scan the environment. This way, elements of the environment that got moved by the Hidden Ones while hiding, get highlighted. Sometimes it will also be possible to hear the Hidden ones laugh (the closer, the louder).

If the player finds them all, it's a win!

Please note: the focus was not on the graphics.

Thank you for watching! :D


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