In the fall of 2016, I took time to dive into content creation for use in Unreal Engine 4. Modeling and texturing have always been interesting to me, and I wanted to know exactly how professionals create static meshes for video games.
My classes at Bradley University focus on content creation for 3D animation, using Cinema 4D. Cinema, however, does not allow for the amount of control over mesh creation (specifically UV mapping and smoothing groups) that I needed in order to create good content. When I was younger, I worked exclusively in Blender 3D because of the community. Blender also lacks a smooth pipeline for static mesh import into UE4. After reading much documentation, forums, and discussion boards, I decided to teach myself this process using a combination Maya, 3Ds Max, Mudbox, xNormal, and Photoshop.
For a while, every step I took forward led to another learning curve, software application, and hardware. Determined for more control over what I was creating, I purchased a custom-built PC and the Quixel Suite (texturing plugin for photoshop). By getting involved in the Polycount community--asking questions and receiving feedback--I was able to be liberated from the technical process, and focus on the artistic quality of my work. Modding current games on the market like "Dying Light" and "Rocket League" helped me to understand how 3D assets are created and placed in-engine.
The following personal work, created in the summer of 2016, showcases my growth as a 3D artist. These projects (which lack cohesion and completeness) explore original problems such as working on a grid, creating functional UV maps, LODs, UE4 material nodes, custom normal maps, and more. The solutions I came to are indispensable to my current work at Bradley University, and led me to become texture lead for a VR game "MOVR" created by students in the Bradley University game design program.