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.
  • 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 part of the aircraft (see below on the next Slide) based on the references provided in Reference Folder.

Please follow these steps during the process:

  • Modeling
  • UV + Bake + Texturing

REFERENCES

TEST ASSESMENT

STAGE 1. MODELING
  • Scene preparation (3ds Max, ver. 2019).
  • 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.
  • Object size should be in accordance with its prototype.
  • Base size for modeling – Prop diameter – 2m 65cm

Follow the example of the File layer hierarchy:

  • Default-left empty
  • x0- main layer
  • _Body_Prop
  • _Radiator_Slats_Cone

Main photos are available in the Reference Folder. Feel free to search for additional references. Please, also add them into your delivery.

For correct proportions and forms you should use camera matching software of your choosing (3ds Max Camera Match plugin, Image Modeler, SynthEyes etc.). ImageModeler – is the best option in this case.

  • This is part should be created in MidPoly pipeline.
  • Hood, Prop – MidPoly, all metal sheet joints must be created. The polycount for this part is 15K tris.
  • Rivets on the hood should not be created.

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.
  • This is part should be created in LowPoly pipeline (HighPoly part for Bake will be created on Stage 2).
  • -Louvers,Cone – LowPoly, all small detail (bolts, rivets …) should be created. The polycount for this part is 9K tris.
  • All small details must be modeled in LowPoly.

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

To check the topology quality and smoothness of specular highlights, set Spec. Level to 100 and Gloss to 40.

All normalls should be unlocked.

Also use the ViewPort Clay mode to control shading.

On this step the following points are to be reviewed:

  • Model positioning in the scene, scene settings, objects and layer naming.
  • Dimensions accuracy.
  • Set Up cameras for this part.
  • Correspondence of model shape to refs.
  • Overall mesh quality (Hood, prop in MidPoly; Cone, Radiator Slats – LowPoly).

You should not create any HighPoly detail on this step. 

STAGE 2. UV + BAKE + TEXTURING

Create multi-Sub material on the next parts:

  • Hood, Prop
  • Cone, Radiator Slats
  • Hood, Prop – set ID1
  • Cone, Radiator Slats – set ID2

ID – 1Hood unwrapped unique and prop blade-overlap.

ID – 2 Maximum overlap for all details.

Padding – 6 pixel for 2k map.

Create HighPoly detail for bake normal map on ID2 material.

Put it on separate layer in 3dsMax, named this layer – BAKE_HP

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

  • Direct X
  • Texture size – 2048×2048 

Within the test assignment you should prepare full set of maps for model.

Use metal\roughness workflow.

  • Bake AO for all elements in Substance Painter
  • Use Direct X
  • Use metal-roughness
  • Texture size – 2048×2048
  • All detail should be new or lightly used.
  • Use Marmoset Toolbag for review.

While sending this step for review, please, send all maps in the format .tga.

For texturing use Substance Painter

Use Unreal Engine or Marmoset Toolbag for setup and review.

All folder and layers in Painter should be named correctly.

On this step the following files should be provided:

  • Max file
  • SPP file
  • Folder with final textures
  • Folder with baked normal and AO map

On this step the following points are to be reviewed:

  • UV. Filled density and texel density. Stretches. Padding
  • Quality of Normal Map.
  • Quality of UV unwrapping and packing.
  • Quality of baked normal map and AO.
  • Quality of final PBR textures.

SUBMIT RESULT

Please, send the result directly to your Recruiter

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Vadim Kraevoy
Head of Studio
Vadim Krayevoy