Exercises
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.
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A base-color map describes the intrinsic color of the material. Lighting, shadows, and reflections should normally be calculated by the renderer rather than painted into this map.
In the metalness workflow, pure dielectrics use a metalness value of 0, while pure metals use 1. Intermediate values are generally reserved for blended boundary pixels or unusual layered materials.
The left sphere has the broader, dimmer highlight, indicating higher roughness. Rough surfaces scatter reflections over a wider area, while smooth surfaces produce sharper highlights.
A tangent-space normal map perturbs the normals used in lighting calculations. It creates the appearance of small geometric detail without changing the mesh silhouette or moving its vertices.
A flat tangent-space normal points mostly along positive Z, encoded approximately as RGB 128, 128, 255. This produces the characteristic blue-purple appearance of normal maps.
Roughness and metalness contain numeric data rather than display colors. Applying sRGB gamma conversion changes those values and can produce incorrect material responses.
Ambient occlusion approximates how exposed a point is to indirect environmental light. Crevices and tightly enclosed regions receive darker values because less ambient light can reach them.
Channel packing stores multiple grayscale maps in one RGB texture. This can reduce texture bindings, file overhead, and sampling costs, depending on the engine and platform.
Different checker sizes indicate that equal areas of the model receive different amounts of UV space. This creates inconsistent texel density and uneven texture detail.
A bake cage is an expanded version of the low-poly mesh that controls the projection envelope. A well-adjusted cage helps rays capture the intended high-poly details while avoiding nearby or unrelated surfaces.
OpenGL and DirectX tangent-space conventions commonly differ in the direction of the Y component. Inverting the normal map's green channel usually corrects the reversed bump and dent appearance.
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