3D
VEHICLE

TEST TASK

GUIDELINES

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. Screenshots of each stage are mandatory.
  • 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.

DESCRIPTION

Create the front bamper of the Car (highlighted on the Reference photo) based on the quality provided in Reference Folder.

Car Model – 2018 Ford Mustang Shelby GT350

For successful completion, please follow these steps during the process:

  • Setting cameras to references;
  • Modeling;
  • Materials creation;
  • UV + AO;
  • Texturing.

REFERENCES

TECHNICAL REQUIREMENTS

STAGE 1. SETTING CAMERAS TO REFERENCES
  • You can use any camera matching software, but we recommend using ImageModeler.
  • As a result of this step – you should get enough cameras for modeling in 3ds max, set according to the base references.
  • This is a required part of the test task. We’ll check the correct placement of cameras in the final scene.
STAGE 2. MODELING
  • Scene preparation. The model is created in 3ds Max (all version up to or including 2022).
  • Unit of measure – meter. System unit – meter. Model orientation should be as presented in the picture.
  • Model pivot should be placed at the origin of the axis system.

The model must have the correct dimensions.

Within this task assignment you should create a front part of the Car (highlighted on the Reference slide), namely 2018 Ford Mustang Shelby GT350.

Other photos are available in the Additional References Slide. Feel free to search for additional references. Please, also add them into your delivery.

  • Bamper should be created in MidPoly pipeline.
  • Lights (parts under glass) should be created in LowPoly pipeline.
  • Follow the example of the File layer hierarchy:
  • Default – left empty
  • x0-Front_Bamper – main layer.

All details must be placed on the main layer.

  • The number of polygons for this car part (with lights) is 9 thousand of triangles (+-20%).
  • Smoothing groups should be appointed for all polygons.
  • All technological parts should be as separate objects with appropriate names according to the requirements above.
  • x0-Front_Bamper – main layer.

Sharp crossings and surface borders should come through by several edges in order to highlight them in a quality manner.

Recommendations for MidPoly modeling:

  • Use bevels without chamfers, so the mesh remains its shape, but will have smoothed edges and correct reflections on flat surfaces.
  • This is a good method for rendering metal sheet folds and chamfers with a very small radius.
  • No smoothing, cheap solution for metal sheet folds. Quite unnatural but does the job when geometry budget is short.
  • All smoothed and minimum poly amount. Very unnatural. Reflection appears distorted. The cube reflects the environment as if it was a sphere.
  • Simple bevels (or chamfers) all smoothed. Edges look good at a very low cost. But reflection is distorted. Because normals are bent on flat surfaces too, we see much more of the environment than we should. This could be good if the cube had a very short polygon budget.
  • This is just like 3 with more poly definition on the edges and corners of the box. Edges look even better, and reflection on sides is less distorted. That’s because normals are less bent than 3 but it is still far from what we want. 4 is just a more expensive 3, but why not?
  • This is like 4 with additional splits on the flat sides near the existing chamfers. It does not change the shape of the box, but now reflection is finally correct because flat surfaces have perpendicular normals. We’ve reached our goal but at a very expensive cost. However, this solution makes sense with chamfers that have greater radius.
  • The base cube has been split near its edges, but no component has been moved to make rounded chamfers. So the shape is still a basic cube but reflection makes it look like it has chamfers. And the flat sides reflect the environment correctly. This is a definitely good method for rendering metal sheet folds and chamfers with a very small radius.

Large triangles, degenerative polygons and n-gons are prohibited.

To check the topology quality and smoothness of specular highlights, set Spec. Level to 80 and Gloss to 40.

On this step the following points are to be reviewed:

  • Model positioning in the scene, scene settings, objects and file naming.
  • Dimensions accuracy.
  • Set Up 6-7 cameras on different angles.
  • Overall mesh quality.
STAGE 3. MATERIALS CREATION

For all objects you should assign one multi-material with additional materials in different ID slots:

  • ID1 – Body (car paint with livery);
  • ID2 – Glass (headlights outer glass);
  • ID3 – Headlights (everything under glass);
  • ID4 – Greed;
  • ID5-Plastic.
STAGE 4. UV + AO
  • All parts should be unwrapped and relaxed. There should be no stretches and different sizes texels within one group details.
  • If the model is symmetrical, then it should be symmetrical on UV as well.
  • All UVs should be in same texel density. All unwrapping and packing should be done in maximum texel density according to the main requirements to the UV creation.

Pay extra attention to Headlights UV, they should be unwrapped and packed for normal baking .

Also you should bake AO map in software of your choosing:

  • Texture size for car paint – 4096х4096
  • Texture size for all other materials – 2048×2048

No need to bake AO on the grid and glass

Right and left headlights may be overlapped.

On this step the following points are to be reviewed:

  • UV. Stretches. Padding
  • Quality of AO map. Absence of joints and artefacts in AO on the shells joints.
STAGE 5. TEXTURING

You should prepare necessary set of maps for bamper and headlights materials.

We’ll check the test in the 3ds max viewport. Set up the 3ds max scene as follows.

Сreate a bumper paint diffuse map with stripes as close to the ref as possible and connect it to the paint material.

Use material settings for realistic paint sheen. Create plastic and headlights in the same way. Where necessary, use diffuse and normal maps.

For the front grid, create a material with a tiled texture.

Use normal and opaсity maps to create this texture.

Texture size for grid – 512×512.

On this step the following points are to be reviewed:

  • Final .max file
  • Substance project
  • .tga textures
  • Unreal Engine scene or Marmoset scene

ADDITIONAL REFERENCES

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SUBMIT RESULT

Please, send the result directly to your Recruiter

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Vadim Kraevoy
Head of Studio
Vadim Krayevoy