Art Direction
This is part of my work done for Trial Xtreme Freedom in these almost 3 years.
Majority was directing various teams, collaborating with them to craft vision for the project.
The idea was to have characters clearly recalling Fortnite style, to give the players an already known feeling, with great deails in treatment.
Motorbikes, as elements of collection, would need to be very detailed and closer to a realistic look, to satisfy the owner / player eyes.
The environment would work as a connection vessel between these 2 styles, having a not super realistic treatment in textures, but defintely not cartoon. Proportions need to be realistic for the environment assets.
McLaren P1I mo
I have been responsible for the whole creation of this car, from cleaning up the CAD from manufacturer, to the modeling, UVs, texturing, LODs, in game integration. This car is the reference model GL sends out to outsourcers as reference. It has been used to set guidelines, standards and test new features on cars.
Renders done real time with JETENGINE
BMW CSL Hommage
I have been responsible for the whole creation of this car, from cleaning up the CAD from manufacturer, to the modeling, UVs, texturing, LODs, in game integration.
Renders done real time with JETENGINE
Codatronca Coupé
I have been responsible for the whole creation of this car, from cleaning up the CAD from manufacturer, to the modeling, UVs, texturing, LODs, in game integration.
Fun fact: I worked on this same car on the real life production model. It differs from the original in the rear tail, which is less tall and more curved.
​​
9ff GT9​​
I have been responsible for the whole creation of this car, from cleaning up the CAD from manufacturer, to the modeling, UVs, texturing, LODs, in game integration.
Felino CB7
I have been responsible for the whole creation of this car, from cleaning up the CAD from manufacturer, to the modeling, UVs, texturing, LODs, in game integration.
Fun fact: there was no CAD file for this car, so everythin has been done from photo references. The manufacturer liked so much the model they asked if we could send over the game model to them.
Maserati MC12​​
I have been responsible for the whole creation of this car, from cleaning up the CAD from manufacturer, to the modeling, UVs, texturing, LODs, in game integration.
This has been my first model for Asphjalt series.
DCC 2016 - J​
This is the first proptotype for the game.
It's the only non-licesensed car in game since it has been liked by everybody from the beginning.
I have been responsible for the whole creation of this car, this time including designin the style, then modeling, UVs, texturing, LODs, in game integration.
MotoGP 2013
MotoGP 2014
Outsourcing management, quality assurance, in game integration and model fixing.
WRC4
Outsourcing management, quality assurance, in game integration and model fixing.
MXGP 2
Outsourcing management, quality assurance, in game integration and model fixing.
Codatronca Monza
This is a real production car: the images shown here are real photographies of the running model. In this project I did the NURBS modeling for the real prototype's bodyworks and dashboard. I worked also on some engineering parts with Ercole Spada.