Latest Works

Wrath of the Cave Troll – Unity Demo V1.01b

by on May.29, 2014, under Latest Works

Hi everyone,

I am glad to announce that we finally completed this project. The aim of it was to build something to demonstrate our skills in creating game asset. It took us 2 months of working during our spare time and a few sleepless nights to complete it. However, we would like to expand it in future and keep it as our platform where we can experiment new things from time to time.
As a 3D artist, I was in charge of creating all the 3D Asset, Particles, FX, Lighting and Camera animation. My pipeline includes mainly 3dsmax, zbrush, photoshop and Unity.
My friend Gennaro Zazo was in charge of all the Programming, Rendering, Physics and Shaders. All the PBS features were created from scratch in Unity4 since there was not much about PBR available. He also wrote a paper to explain what he did to achieve this visual quality and you can download it here: PDF Download

We also had a Character TD, Marco Iannaccone help us to rig and animate the troll. As you can see, he did a brilliant job in very short time!

The demo is DX11 only and we tested it on machines with GTX graphic cards from 460 to 680. It should be running at least at 40 FPS at the resolution of 1920 x 1080.
The actual supported resolutions are 16/9 and 16/10 only, and I suggest to run it in fullHD to better enjoy it.
The demo includes a first part with a short animation and a second part in which you can navigate the scene in fly mode.

WASD to move;
Mouse to look;
Middle Mouse Click to Pan;
Space Bar to skip the animation and go straight to the fly mode;
‘F’ to show FPS;
‘ESC’ to Exit;
‘O’ and ‘P’ to change gamma.


If you don’t want or you are not able to run the demo, you can watch the video with the walkthrough here:

and the breakdown here:

I hope you enjoy it!


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Wrath of the Cave Troll – Breakdown

by on May.01, 2014, under Latest Works

Project breakdown:

IBL; Cloth simulation and shading; Water and droplets on camera; Animated vegetation driven by wind through vertex color weight; Heat distortion driven by normal map; Metal and Skin shaders with energy conservation; LOD; Multi materials blend…

Thanks to my friend Gennaro Zazo that made this project possible with his magic in coding and Marco Iannaccone for rigging and animating the troll.

I’d also like to thank our friends dasAuge to give us the permission to use this amazing soundtrack!

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Cave2Battle Troll – Realtime – WIP

by on Jan.11, 2014, under Latest Works

Let’s get this guy ready for the battle!

I am planning to build a full armour to put on it and make it game ready, trying to keep the specs as lower as possible.

Softwares: 3dsmax, Xrayunwrap, Zbrush, Xnormal, Marmoset toolbag, Photoshop

Latest screenshot(HighRes):

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