Edward Anaya - Portfolio 2022 - Obsidian
Ytram Canyon
Set in a galaxy far, far away...
Created with Maya, Substance Painter, Photoshop, and Unreal Engine.
All props, buildings, material, and lighting has been created by me except the rocks, those are megascans assets.
Set in a galaxy far, far away...
Created with Maya, Substance Painter, Photoshop, and Unreal Engine.
All props, buildings, material, and lighting has been created by me except the rocks, those are megascans assets.
Forest Tavern
I came across concept art by Etienne Savoie and I immediately wanted to try to create it in 3D.
Created with Maya, Substance Painter, and Unreal Engine. For this particular project I wanted to play with modularity, and create a kit to build up the larger asset in Unreal Engine. With this set up the kit can be re-arranged into many different layouts.
I came across concept art by Etienne Savoie and I immediately wanted to try to create it in 3D.
Created with Maya, Substance Painter, and Unreal Engine. For this particular project I wanted to play with modularity, and create a kit to build up the larger asset in Unreal Engine. With this set up the kit can be re-arranged into many different layouts.
. The Time Machine
Modeled in Maya, textured in Photoshop and Substance Painter, lit and rendered in Unreal Engine.
Most assets were created by me, except for a handfull of assets on the shelves and the statue. The main time machine, and other props were modeled and textured by myself.
Modeled in Maya, textured in Photoshop and Substance Painter, lit and rendered in Unreal Engine.
Most assets were created by me, except for a handfull of assets on the shelves and the statue. The main time machine, and other props were modeled and textured by myself.
Buccaneer Boom
Group project with fellow CSUF students 3D baking high poly models into low poly models in substance painter, set dressing exteriors and interiors with rocks, foliage and vegetation, and prop design, and textures.
Technical responsibilities included some light coding, and visual scripting using blueprints for targets, lights, and moving actors in the play area, creating master materials and instances of shaders for optimal performance, file management in-game, and collaborating via perforce.
Group project with fellow CSUF students 3D baking high poly models into low poly models in substance painter, set dressing exteriors and interiors with rocks, foliage and vegetation, and prop design, and textures.
Technical responsibilities included some light coding, and visual scripting using blueprints for targets, lights, and moving actors in the play area, creating master materials and instances of shaders for optimal performance, file management in-game, and collaborating via perforce.
Cosmic Explorer - Internship with GWPAC
Architectural Concepts of the next generation cosmic wave detectors known as Cosmic Explorer. More in depth info can be found here: cosmicexplorer.org
These renders where done during my internship with GWPAC and Cal State Fullerton. All modeling, concepts, and lighting done by me.
Articles: Syracuse University, CSUF News
Architectural Concepts of the next generation cosmic wave detectors known as Cosmic Explorer. More in depth info can be found here: cosmicexplorer.org
These renders where done during my internship with GWPAC and Cal State Fullerton. All modeling, concepts, and lighting done by me.
Articles: Syracuse University, CSUF News
Ghost Trap
I got really excited when the new Ghostbusters movie came out and wanted to model, texture and animate a sequence capturing a ghost.
I modeled the trap in Maya, textured in Substance Painter, and rendered with Arnold. The slimer animation and proton stream were pulled from youtube.
I got really excited when the new Ghostbusters movie came out and wanted to model, texture and animate a sequence capturing a ghost.
I modeled the trap in Maya, textured in Substance Painter, and rendered with Arnold. The slimer animation and proton stream were pulled from youtube.