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Realistic
3D Hard Surface

TEST TASK

GUIDELINES

Hello and thank you for undertaking this Test Assignment!

Please follow these guidelines:

  • Please make sure to carefully check the technical requirements twice before starting the test.
  • Any aspects not covered in the technical requirements are left for your consideration. We expect the highest level of quality from you and the closest concept match.
  • Please save a preview of each completed stage. Once the test is finished, please organize all source files and previews, and upload each folder separately.
  • Place all your files in Google Drive via the link Talent Acquisition Specialist shared.
  • Unless you don’t have the link to Google Drive from our Talent Acquisition Specialist, please place the archive in the cloud storage (Google Drive) with the file name format “surname_testname.zip”.
  • Please track and record the time spent on each stage of the test. Upon completion, specify the time taken and submit all source files for review.

In case of any questions, please do not hesitate to contact your Talent Acquisition Specialist or email us at art.ta@room8studio.comĀ 

DESCRIPTION

Create game-ready asset of Coleman Gasoline Iron from the Reference slide.

Technical requirements:

  • Polycount: 5-6K triangles
  • Texture size: minimum with required texel density
  • Texel Density: 2048px/m2
  • Specular/Glossiness pipeline

Please follow these steps during the process:

  • Blockout of main forms and proportions
  • Highpoly detailed mesh
  • Lowpoly
  • UVs and bakes
  • Texturing (Substance Painter)
  • Import and set-up in Marmoset

Note: Main photos are available in the Reference Slides. Feel free to search for additional references.

 

You are free to use any modelling software you like, however please take notes of the final delivery formats:

  • Lowpoly mesh in Maya scene;
  • Additional OBJ and FBX files;
  • Substance Painter scene;
  • Zbrush for highpoly model;
  • Marmoset scene;
  • Screenshots of each stage are mandatory

 

Technical Recommendations:

  • Keep forms and proportions as close as possible to the reference, even in the smallest details.
  • Do addition reference research to create a model as close as possible to the real world one.
  • Highpoly must have clean forms and sooth transitions between surfaces. Without any wobbling or unnecessary bends of form. Edges must have the proper radius for the best baking results.
  • Create lowpoly clean and thoughtfully spread topology. Make sure the big rounded forms looks smooth, and have less noticeable jagged edges.
  • Create UVs according to the texel density and cover as much UV space as possible. UVs must be alleged and packed properly for the best baking result.
  • Bakes must be clean. All edges should have radius baked in normal map.
  • Texture the asset as close as possible to the reference. Make texturing as reach of details and variations as possible. Avoid using only default generators for texturing. Add as mush as possible hand work to the textures. Texturing is an extremely important step, so make sure you deliver the best texturing result that you could.

REFERENCES

SUBMIT RESULT

Please, send the result directly to your Talent Acquisition Specialist or email us at art.ta@room8studio.com

HAVE FUN!

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Elena Natsvlishvili
Head of production
Vadim Krayevoy