3D Texturing Professional Standards & Competencies 2 — Questions and Answers
Question 1: In a professional game art pipeline, which texture naming convention is considered best practice for a 'rock wall' diffuse map at 2K resolution?
- rockwall_2K_color.png
- T_RockWall_D.png (Correct answer)
- diffuse_rockwall.png
- RW_texture01.png
Correct answer: T_RockWall_D.png
The prefix 'T_' indicating texture type, followed by asset name and suffix for map type (D=Diffuse) is the industry-standard Unreal Engine naming convention widely adopted across studios.
Question 2: A client requests texture deliverables for both real-time and pre-rendered workflows. Which file format choice is most appropriate for the pre-rendered displacement maps?
- PNG 8-bit
- JPEG
- EXR 32-bit float (Correct answer)
- TGA 24-bit
Correct answer: EXR 32-bit float
EXR 32-bit float preserves the full precision needed for displacement maps in pre-rendered workflows, avoiding banding and precision loss inherent in 8-bit formats.
Question 3: When handing off assets to a lighting artist in a studio, what is the professional standard for PBR roughness maps?
- Embed roughness in the diffuse alpha channel
- Provide a separate grayscale roughness map (0=rough, 1=smooth)
- Provide a separate grayscale roughness map (0=smooth, 1=rough) (Correct answer)
- Combine roughness with metalness in an RGB channel pack
Correct answer: Provide a separate grayscale roughness map (0=smooth, 1=rough)
In standard PBR workflows, roughness maps use the convention where black (0) = perfectly smooth and white (1) = fully rough, which is the industry default in most renderers.
Question 4: A studio requires textures packed in the 'ORM' channel packing format. What does each channel store?
- Occlusion, Roughness, Metalness (Correct answer)
- Opacity, Reflection, Matte
- Output, Render, Map
- Occlusion, Ramp, Mirror
Correct answer: Occlusion, Roughness, Metalness
ORM channel packing stores Occlusion (R channel), Roughness (G channel), and Metalness (B channel) in a single texture to reduce draw calls and memory usage.
Question 5: Which professional practice best demonstrates competency when submitting textures for a tech art review?
- Submit only the final diffuse map to keep file sizes manageable
- Include all source files, working files, and final exports with a README (Correct answer)
- Share only rendered previews since source files are proprietary
- Submit compressed ZIP files without documentation
Correct answer: Include all source files, working files, and final exports with a README
Professional texture deliverables include source working files, all export maps, and documentation so the pipeline can be reproduced or modified by other team members.
Question 6: What is the industry-standard UV space utilization target for a hero game asset to balance quality and texture budget?
- 40–50% UV coverage
- 60–75% UV coverage
- 85–95% UV coverage (Correct answer)
- 100% UV coverage with no padding
Correct answer: 85–95% UV coverage
Hero assets should target 85–95% UV space utilization to maximize texel density while leaving small gutters to prevent texture bleeding across seams.
Question 7: A texture artist is onboarding at a new studio and needs to understand the texture budget for environment props. Which professional resource should they consult first?
- The asset's shader graph in the engine
- The project's art bible or technical design document (Correct answer)
- The lighting artist's reference board
- The game engine's default settings
Correct answer: The project's art bible or technical design document
The art bible or technical design document defines the project's resolution limits, polycount budgets, and visual targets that all artists must follow consistently.
In a professional game art pipeline, which texture naming convention is considered best practice for a 'rock wall' diffuse map at 2K resolution?