Edward Anaya - Portfolio 2022
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.
Buccaneer Boom
For this project I collaborated with other student artists, and other animation/video game art majors on a VR Virtual Reality pirate-themed, rail shooter for rendering in real-time using Unreal Engine. My Responsibilities included designing, modeling, and texturing various environment assets following a PBR workflow using Maya, Substance, and Photoshop, for use in Unreal Engine 4.27. I was also apart of prototype level design. lighting, sound design, and logo design. My 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 shotgrif and perforce.
For this project I collaborated with other student artists, and other animation/video game art majors on a VR Virtual Reality pirate-themed, rail shooter for rendering in real-time using Unreal Engine. My Responsibilities included designing, modeling, and texturing various environment assets following a PBR workflow using Maya, Substance, and Photoshop, for use in Unreal Engine 4.27. I was also apart of prototype level design. lighting, sound design, and logo design. My 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 shotgrif and perforce.
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.
Swamp Cabin
Modeled in Maya and assembled in Unreal Engine.
All of the cabin, tree trunks and most of the shipwreck was created by myself. I did utilize a few quixel assets like rocks, leaves, and boards to fill out the scene. Inspired by art from a friend and classmate Alden Brownstone.
Modeled in Maya and assembled in Unreal Engine.
All of the cabin, tree trunks and most of the shipwreck was created by myself. I did utilize a few quixel assets like rocks, leaves, and boards to fill out the scene. Inspired by art from a friend and classmate Alden Brownstone.
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.
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.