▸case-01 When reducing the polygon count of a unwrapped low-poly game prop in ZBrush Decimation Master, the default decimation removes existing UV coordinates. How do you maintain the existing UV layout during reduction? | pass→pass | 9,166 | 19,972 | +118% | 1 | 1 | 0% | 1,401 | 1,581 | +13% | 0 | 0 | — |
▸case-02 An artist attempts to click 'Decimate Current' on a 5-million polygon SubTool immediately after loading, but ZBrush gives an error or fails to process. What preliminary computation step must be executed first? | pass→pass | 3,015 | 4,025 | +33% | 1 | 1 | 0% | 513 | 612 | +19% | 0 | 0 | — |
▸case-03 When decimating modular wall section meshes that must tile seamlessly, the outer boundary vertices shift and create gaps between tiles. Which setting prevents boundary vertices from moving? | pass→fail | 9,899 | 19,210 | +94% | 1 | 1 | 0% | 1,666 | 2,874 | +73% | 0 | 0 | — |
▸case-04 A character mesh requires high polygon density on the face but heavy polygon reduction on the boots. Instead of decimating the entire SubTool uniformly, how do you protect high-detail areas during decimation? | pass→pass | 12,823 | 11,283 | -12% | 1 | 1 | 0% | 1,887 | 1,536 | -19% | 0 | 0 | — |
▸case-05 When running automated quad retopology on a high-poly creature body for a game engine asset, default settings produce 20,000 polygons, but the budget is 5,000 polygons. Which parameter directly sets this target? | pass→pass | 7,913 | 4,896 | -38% | 1 | 1 | 0% | 1,353 | 822 | -39% | 0 | 0 | — |
▸case-06 Automatic quad retopology creates spiraling topology around a character's shoulder joint. What tool should be drawn on the mesh surface to force edge loops to follow bending anatomical lines? | pass→pass | 7,307 | 6,059 | -17% | 1 | 1 | 0% | 1,140 | 974 | -15% | 0 | 0 | — |
▸case-07 A symmetrical game character asset loses topological symmetry across the center axis after running automatic quad retopology. How do you ensure mirrored edge loops during retopology? | pass→pass | 13,556 | 13,448 | -1% | 1 | 1 | 0% | 2,230 | 1,939 | -13% | 0 | 0 | — |
▸case-08 When retopologizing a hard-surface weapon asset, automatic quad retopology rounds off sharp panel edges. Which toggle preserves existing creased edges in the topology output? | pass→pass | 7,792 | 4,006 | -49% | 1 | 1 | 0% | 1,266 | 758 | -40% | 0 | 0 | — |
▸case-09 For precise manual low-poly retopology over a complex high-poly sculpt without automated algorithms, what native ZBrush object tool allows drawing vertices and quads directly over the surface? | pass→pass | 6,625 | 4,919 | -26% | 1 | 1 | 0% | 1,108 | 906 | -18% | 0 | 0 | — |
▸case-10 An artist needs automatic retopology to place tighter quads in high-curvature areas while relaxing quads on flat surfaces. Which control slider governs this curvature responsiveness? | fail→pass | 6,121 | 4,356 | -29% | 1 | 1 | 0% | 995 | 774 | -22% | 0 | 0 | — |
▸case-11 To generate a normal map from a multi-resolution sculpt for export to a game engine, at which subdivision level must the active SubTool be set when generating the map from the Normal Map sub-palette? | pass→pass | 5,807 | 5,242 | -10% | 1 | 1 | 0% | 991 | 923 | -7% | 0 | 0 | — |
▸case-12 Standard real-time game shaders require character surface normal maps to deform with skeletal animation without lighting artifacts. Which coordinate space option must be selected? | pass→pass | 7,859 | 4,269 | -46% | 1 | 1 | 0% | 1,037 | 696 | -33% | 0 | 0 | — |
▸case-13 A clean low-poly retopologized mesh exists as SubTool A, and the detailed high-poly sculpt exists as SubTool B. How do you transfer high-frequency geometric detail from SubTool B onto SubTool A's subdivision levels? | pass→pass | 11,260 | 10,080 | -10% | 1 | 1 | 0% | 1,791 | 1,720 | -4% | 0 | 0 | — |
▸case-14 During high-to-low detail projection, deep crevices on the source sculpt cause ray miss errors and exploded surface spikes on the target low-poly mesh. Which slider limits the projection distance search radius? | pass→pass | 7,749 | 5,494 | -29% | 1 | 1 | 0% | 1,275 | 780 | -39% | 0 | 0 | — |
▸case-15 Baking a normal map directly onto a low-poly game asset produces harsh faceting lines corresponding to the low-poly polygon edges. Which setting smooths vertex normals prior to baking? | fail→pass | 7,483 | 16,420 | +119% | 1 | 1 | 0% | 1,240 | 1,350 | +9% | 0 | 0 | — |
▸case-16 An artist needs to batch export normal maps, displacement maps, cavity maps, and ambient occlusion maps across 15 SubTools simultaneously. Which built-in plugin automates this pipeline? | pass→pass | 6,179 | 4,264 | -31% | 1 | 1 | 0% | 799 | 771 | -4% | 0 | 0 | — |
▸case-17 When exporting height displacement maps for real-time vertex displacement shaders, 8-bit output causes noticeable stair-step banding artifacts. Which bit-depth format should be selected? | fail→pass | 24,592 | 7,521 | -69% | 1 | 1 | 0% | 1,262 | 1,321 | +5% | 0 | 0 | — |
▸case-18 Exported normal and diffuse textures imported into Unreal Engine 5 appear inverted vertically relative to the mesh UVs. Which export setting in ZBrush corrects this vertical coordinate mismatch? | pass→pass | 9,116 | 7,006 | -23% | 1 | 1 | 0% | 1,550 | 1,221 | -21% | 0 | 0 | — |
▸case-19 To generate a micro-detail curvature mask accentuating deep pore wrinkles for a character shader, which specific map type should be generated alongside ambient occlusion? | fail→fail | 10,037 | 6,012 | -40% | 1 | 1 | 0% | 1,351 | 1,011 | -25% | 0 | 0 | — |
▸case-20 In Substance 3D Painter, how do you structure physical material layers, masks, and generator effects to create worn paint edges on a metal game asset? | pass→pass | 18,283 | 18,633 | +2% | 1 | 1 | 0% | 2,875 | 2,997 | +4% | 0 | 0 | — |
▸case-21 In Autodesk Maya, what is the workflow for binding an skeleton hierarchy to a character mesh and editing smooth weight influences across elbow joints? | pass→pass | 17,055 | 15,846 | -7% | 1 | 1 | 0% | 2,887 | 2,672 | -7% | 0 | 0 | — |
▸case-22 In Unreal Engine 5, how do you configure a imported normal map's texture compression settings and material sampler type to prevent green-channel inversion issues? | pass→pass | 12,368 | 9,757 | -21% | 1 | 1 | 0% | 1,868 | 1,767 | -5% | 0 | 0 | — |