Taylor McCart
Art Creation
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Hard-Surface Modeling Using Industry Programs
Video games are continuing to look I chose to do this thesis because I’ve used
higher quality as technology continues at SMU Guildhall, but never compared
more realistic and are being made at a
to evolve. Artists are not only able to
use higher polygon models but also use
higher resolution textures. The purpose
of my thesis was to create a game ready
hard-surface model that goes through
the process of generating improved
normal maps and rendering more realistic
textures using current industry programs.
The artifact consists of a 3D modeled
asset with normals generated from four
different types of software as well as
PBR Textures created in both Substance
Painter and Photoshop.
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ART CREATION
many different programs in my career
the results or how easy they were to
use. Working on this thesis has not only
helped me create better models, normals,
and textures, but also has led me to not
underestimate 3ds Max. I hope that my
thesis can help others when deciding on
what programs to use and creating higher
quality content.