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Chaime Boonen 3D & Technical Art
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Chaime Boonen 3D & Technical Art

Chaime Boonen
by chaime on 28 May 2020 for Rookie Awards 2020

This is a reel of my favorite projects I have been working on as a student at HOWEST Digital Arts and Entertainment in Belgium.

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Sci-Fi Generator Station

This project is made in Unreal Engine. It uses Baked static lighting and is playable in real-time.

Nearly* all meshes are made by myself using 3dsMax(modeling+unwrap+lightingUV+collisionshapes).

Materials are mostly Unreal shaders and some substance painter materials.

*I used one concrete barrier , a couple of rocks and a piece of  trash from megascans

Nearly all props use a material based on 1 and the same trim texture. (for Normals, Roughness, and AO)

TrialRush - an Unreal engine parkour game

TrialRush is a parkour game i'm currently working on. It is entirely made in Unreal Engine 4 using only blueprints.

I used the free asset pack called 'SuperGrid' to create clean looking blockouts for my levels. And the music i'm using is royalty-free music from Bensound.com

At the start of each level, A post processing shader is used to construct the level from bottom to top. It uses a material Function to get a mask in world space UV's depending on a height parameter. And a sphere trace to detect objects in a big radius which need to be masked out.

The previous shader can also be implemented into an objects material instead of using it as a post processing material like so: EXAMPLE GIF (that example is from another project, I did not make the meshes that are visible, only the shader)

The character is a simple Niagara particle. There are also speedlines that occur when the player travels at higher speeds. This is also done with a niagara system placed in front of the character.

Here is another look on the grappling mechanic in the game:

Unreal Engine Bathroom Scene

The next project is a small archviz scene in Unreal Engine with fully Baked lighting.

For this project, i made 2 materials in substance Designer:

Jungle Ruins Environment

This environment is made in Unreal Engine. I used megascans assets and also my own rocks & vegetation.

For this project I also made a material in Substance Designer.

This time it was a material to be placed in the water/pond in the scene to add more vegetation.

Niagara Particle scene 

For this school assignment we were given an empty scene, and our task was to make particle effects for it. At least 2 small particle effects, and 1 longer buildup-style particle effect. 

For the flaming sword particle I used Houdini to simulate smoke from the sword mesh. I exported the frames and used it as a sprite-sheet in Niagara in Unreal Engine. Not only did i use it for very lightly visible smoke. But I mainly used it as a mask to drive the flame sprites as well.


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