Exercises

PBR Texture Maps for Real-Time 3D Assets

Explore the practical principles behind physically based rendering textures for real-time 3D assets. This quiz covers base color, metalness, roughness, ambient occlusion, tangent-space normal maps, color-space settings, channel packing, texel density, and high-to-low-poly baking. The questions combine technical concepts with visual interpretation to assess skills used in game art, visualization, and other real-time 3D workflows.

Answer the questions below and check the explanation for each answer.

0/11 answered

  1. 1

    What information should a base-color map contain in a metalness-based PBR workflow?

  2. 2

    Which metalness value normally represents a pure dielectric material such as plastic, wood, or ceramic?

  3. 3

    Two spheres have identical lighting and base color. In the image, which sphere has the higher roughness?

    Question 3
  4. 4

    What does a tangent-space normal map primarily modify during rendering?

  5. 5

    Which RGB value is approximately neutral for a flat area in a tangent-space normal map?

    Question 5
  6. 6

    Why should roughness and metalness maps usually be interpreted as linear data rather than sRGB color data?

  7. 7

    What is the main purpose of an ambient occlusion map in a real-time PBR material?

  8. 8

    What is a common performance benefit of packing roughness, metalness, and ambient occlusion into separate channels of one RGB texture?

    Question 8
  9. 9

    In the image, checker squares appear much smaller on the model's handle than on its body. What does this most directly indicate?

    Question 9
  10. 10

    What is the primary function of a cage when baking a normal map from a high-poly model to a low-poly model?

    Question 10
  11. 11

    A tangent-space normal map makes dents look like bumps after being moved between software that uses OpenGL and DirectX conventions. Which channel usually needs to be inverted?

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