SMU Guildhall Graduate Catalog Spring 2017 — Cohort 25 | Page 18

Taylor McCart Art Creation « 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. 18 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.