Hello and thank you for undertaking this Test Assignment!

Please follow these guidelines:

  • Check the Technical Requirements carefully twice before starting to do the Test.
  • Any aspect that is omitted in Technical Requirements is left for your consideration: maximum quality level is what we expect from you.
  • Track the time spent for each Test stage and note it.
  • Save the preview of each finished stage.
  • After finishing the Test, put all source files and previews in one archive.
  • Place the archive in the cloud storage (DropBox or Google Drive with open access via link) with naming convention surname_testname.zip)
  • After finishing the test assignment please state the time spent on its completion and send us all the source files for review.

In case of any questions please do not hesitate to contact your Recruiter or email us to hr.art@room8studio.com.



Software you need for this Test assignment:

  • zBrush (Latest);
  • Maya, 3dsMax, Blender (any 3d software for the modeling stage);
  • Marmoset;
  • Adobe Substance 3D Painter (Latest);
  • Unreal Engine 5;

Pipeline: Metal / Rough

Max. Polycount: up to 8k tris

Texel Density: 512px / 1 meter

Engine: Unreal Engine 5


Stage 1. Blockout

Prepare your props for the Higpoly stage: main shapes, and forms. Approximate time – 4 hours.

Stage 2. Highpoly

Sculpt in ZBrush. Approximate time – 8 hours.

Stage 3. Lowpoly

Tip: you can use the blockout that you created for Highpoly as a good base (please, create your mesh wisely. Don’t add extra geo that doesn’t affect the silhouette, etc.). Approximate time – 4 hours.

Stage 4. UVs / Bake

Don’t forget to unlock normals and set up them correctly in Maya before you start baking in Marmoset. Set up props in Unreal with material and baked textures (you will update textures later). Approximate time – 4 hours.

Stage 5. Texturing

Photo / Concept projection on the texture is not allowed. Update your textures in Unreal when you’ve done. Final delivery. Approximate time – 12 hours.


AssetName – Mortar_R8

ZIP Archive – ArtistName_AssetName_DDMMYYYY.zip

Inside ZIP archive:

AssetName – Main folder;

  • zBrush
    • *.ztl;
  • Maya
    • *.fbx, *.ma;
  • Textures
    • *.spp, *.tga
  • Screenshot
    • ArtistName_AssetName_DDMMYYYY.jpeg – take a screenshots each stage;
  • Unreal Engine;




Please, send the result directly to your Recruiter

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Vadim Kraevoy
Head of Studio
Vadim Krayevoy