I wanted to create a snowy tavern that was filled with mystery and wonder. The Pub is what I came up with. I started in 3DS Max with some quick proxy models then began to build the materials and textures in Substance Painter. Finally baked some Ambient Occlusion maps in Maya and brought it all into UE4. Here is a Demo Reel for the project.
This is an environment I created to capture a spooky lone roadside motel in the middle of a isolated desert. Pipeline was Maya, Photoshop, Substance, and finally Unreal Engine 4.
The Great hall is an environment I created in an attempt to capture the look and feel of an old church taken over by fanatics.
The assets are modular and were created in Maya and Zbrush, then textured in Substance and Photoshop. Finally into Unreal for lighting and rendering.
Rec yard echo was attacked by something... What was dragged up the wall? This scene was created in Maya and Zbrush and was textured in a combination of Photoshop and Substance Painter 2. I created a demo for the environment here.
The idea behind this scene was to create a Norse wilderness covered in snow where during Ragnarok Mjolnir feel to Midgard to await a new master. I relied almost entirely on cards for the vegetation and snow particles. With a solid 4k snow texture and a bit of terrain sculpting I was pretty happy with the way the scene looked. Rendered in UE4, I created a Demo reelhere.
Here we have a person favorite of mine, Jurassic Clash. I created this environment using some Jurassic Park toys I scanned in using Remake. I then modeled out some quick ground plants and palm trees in Maya and threw them into UE4 for terrain creation, effects & lighting.
This is an environment I created to try and capture the elegance of an old style study. I used Maya to model it, Substance and Photoshop to texture it and Unreal Engine 4 for materials and lights. The Demo Reel for the Study can be found Here.
This is an environment inspired by one of my favorite books, At the Mountains of Madness by HP Lovecraft. The idea is something they were studying got out and now everything is strange. Pipeline was Maya, Zbrush, Photoshop, Substance, and finally Unreal Engine 4.
This was an Environment I created for an adventure game I was prototyping called Clone. I wanted to create a temple environment that looked like it was lost and forgotten in a tropical landscape. I really wanted to create a large looming moon that gave off some beautiful ambient light. The moon texture is a Nasa 4k topology scan. It was rendered out in Unreal Engine 4.
Evan J Gasper
This is an environment I created for a Game called Ginger FPS. The room was supposed to belong to a litte girl named Ginger. I created it using Maya, Substance Designer, Photoshop, Unreal Engine and After Effects. Please enjoy. A show reel for the game can be found here.
Consumption City was an attempt to play with cubes and rectangles in a vertical sense. I wanted to capture the thought of vertical living in a future society. Perhaps this city is driven by commercial consumption and manufactured desire. Or maybe it is a bunch of boxes.
Sangoma Swamp was a fun project. I really got to play with vegetation and organic modeling. I really wanted to create a contrast in colors with the blues of the moon and the cool waters of the swamp fighting for your attention with the orange and yellows of the fire flies and roaring campfire. Demo Reel here.