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REALISTIC
3D CHARACTER

OPEN TEST TASK

COWBOY

GUIDELINES

Hello and thank you for undertaking this Test Assignment!

Please follow the guidelines below:

  • 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 haven’t the link to Google Drive, please upload the file to a cloud storage service (e.g., Google Drive) with open access. Use the following format for the file name: “surname_Cowboy.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 a game-ready asset from the Concept slide.

Please follow these steps during the process:

  • Highpoly stage
  • Lowpoly / UVs / Bakes
  • Texturing (Substance Painter)

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

  • Deliver all stages together in different folders
  • Marvelous Designer to simulate good clothing
  • ZTL Zbrush for highpoly model
  • Maya .ma scene with lowpoly mesh
  • FBX file
  • Substance Painter scene
  • Screenshots of each stage.
  • Upload all folders separately and don’t compress them into one archive.

TECHNICAL REQUIREMENTS

STAGE 1: Highpoly

  • Make sure you pay attention to the silhouette and proportions of the character. Such primary details are the foundation of your character.
  • Make sure to have realistic folds that are well-constructed, believable and readable. Don’t forget that certain elements of the cloth interacting with each other may create pressure folds.
  • All main cloth elements should be simulated in Marvelous Designer.
  • Make sure you have a believable construction of the accessories; everything should be modeled as closely as possible to real life. Think about the practicality of the element you are doing, the way it’s built, how it attaches, its weight, etc.
  • Damage should be subtle and logical. Do not leave out messy brushstrokes.
  • All wear should be in separate layers.
  • All the folds on the clothing should look realistic.
  • Do not add surface noise or patterns into the highpoly.
  • Seams should be well defined, avoid simple lines to define seams;
  • Do not create alpha stitches or imm stitches for the character. This can be done at the texturing stage. Instead, make sure to create a well defined crease where the stitches will go.
  • Separate your elements into folders intuitively and use capitals to describe the names such as: head, jacket, gloves, belt, accessories, etc.
  • Do not overuse damage vdm and just drag and drop this sort of detail. It is permitted to use such resource but you are encouraged to further improve on it.
  • Make sure to use real-life references along with the concept. Feel free to search for additional references and add them to your delivery pack if you do so.

STAGE 2: Lowpoly

  • Polycount – till 60k tris.
  • It’s totally fine to go a bit over in tris, most importantly is to have a nice flow in the topology with logical optimization. Loops around joints is utmost important, shoulders, elbows, knees. Also, avoid spiral loops.
  • Some parts, like boots or gloves, can be symmetrized in lowpoly, some UVs can be overlapped for maximum resolution.
  • Please add support edges on the low-poly if there is bad shading.
  • Make good topology with continuous edge-flow and well-made for animation.
  • You could spit model into UV-sets like: Head, Torso, Gloves, Devices.
  • You could use alpha-opacity for the thorns and threads on the clothing.
  • You could use symmetry on the low-poly stage for gloves and legs but on the textures, the final result should be completely asymmetrical.
  • Please create one single group for your character that contains the elements explained above. All elements will have been checked thoroughly for n-gons, will have correct smoothing groups, pivot aligned to 0, deleted history and unused materials, and frozen transformations.
  • Do not use thickness for any piece of cloth. E.g.: in the retopology stage we should only use fake thickness, going around the corner and a bit on the inside but not full thickness of the whole element.
  • Do not cap geometry such as pants, shirt, scarf only retopologize the edges until it becomes hidden from view.

STAGE 3: UV+Bakes

  • As mentioned above, there is a lot of freedom for creating the UVs, make sure you take full advantage of the whole space. Rectangle UVs are permitted.

  • You can split your model intuitively into unique UV sets like head, jacket, scarf, gloves, pants, boots, accessories, etc.

  • Make sure you respect a sense of direction and keep UV islands clean and straightened in case it’s needed. Avoid chaotic directions for your UVs.

  • If you have an element such as a scarf, shawl or simple wrapped around cloth, make sure this UV is straightened as much as possible so the pattern aligns neatly at the texturing stage.

  • Make sure that your UV cuts follow the natural seam line of the garments when possible.

  • Normal map format ā€“ OpenGL.

  • Texture size ā€“ 4096 x 4096.

  • It is permitted to use alpha-opacity map for loose threads.

When reviewing this step weā€™ll pay attention to:

  • UV, texel density, stretches, padding, straightness(for belts and so on).
  • Quality of Normal Map, AO.
  • Low-poly mistakes (n-gons etc), polycount and topology.

STAGE 3: Texturing

  • Within the test assignment you should prepare a full set of maps.
  • Use metal-roughness workflow in Substance Painter.
  • Texture size ā€“ 4096 x 4096.
  • At this stage, you need to make the ready asset look as similar to the “Main concept” as possible, with good color variations and good readability.
  • For the details use less generators and more hand-painted accents.
  • Use of real life references is highly encouraged.
  • Make sure to have a variety in your albedo and roughness map, each material should react different to light.
  • We are aiming for photoreal quality, wear and tear should be subtle and logical.

 

Delivery

  • ā€Zbrush file, everything is organized in folders with names for each group, E.g., HAT, SATCHEL, COAT, etc.
  • Maya file for the low-poly character with all pivots in 0 in one folder named COWBOY. Group your parts by UV sets, E.g., HAT, SATCHEL, COAT, etc.
  • Substance Painter File
  • All deliverables should be named COWBOY.ztl,Ā COWBOY.ma, COWBOY.spp.
  • Provide 1 jpg file with 4 angle good quality screenshots with the textured character.
  • You can use Marmoset or Painter for beauty renders.

At this step we will evaluate the following aspects:

  • Silhouette and proportions;
  • Realistic approach to constructing the HighPoly;
  • Cleanliness and good optimization in LowPoly and UV;
  • Clean bakes;
  • Creation of materials and their properties;
  • Working with new or slightly used materials;
  • Creating a variety of colors within each material;
  • Ability to draw accents, a sense of composition within a single asset;
  • Organizing and keeping your project clean.

CONCEPT

QUALITY BAR

SUBMIT RESULT

Please, send the result directly to yourĀ Talent Acquisition SpecialistĀ or email us atĀ art.ta@room8studio.com

HAVE FUN!

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Elena Natsvlishvili
Head of production
Vadim Krayevoy