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Quality Control & Assurance Flashcards

7 cards from real 3D Texturing practice questions. Tap to flip, then mark Knew It or Still Learning โ€” missed cards come back until you master them.

Read the first 7 Quality Control & Assurance flashcards as text
  1. When reviewing a texture map for tiling artifacts, which method best reveals seam misalignment?

    Answer: Apply the texture to a sphere and rotate it under neutral lighting

    Applying the texture to a sphere and rotating it under neutral lighting exposes seam misalignment and tiling discontinuities that flat inspection misses.

  2. A metallic roughness texture appears too shiny in the final render but looks correct in the texture editor. What is the most likely cause?

    Answer: The roughness channel is inverted in the engine

    Engines can interpret roughness vs. smoothness channels differently, and an inverted roughness map makes surfaces appear shinier than intended.

  3. Which resolution is the minimum recommended for a hero prop texture set that will be viewed at close range in a AAA game?

    Answer: 2048x2048

    2048x2048 is the standard minimum for close-range hero props in AAA games, balancing detail and memory budget.

  4. During QA, a texture artist notices color bleeding between UV islands on the baked ambient occlusion map. What should they adjust?

    Answer: Increase UV island spacing/padding in the UV layout

    Increasing UV island padding prevents color from one island bleeding into adjacent islands during baking and mip generation.

  5. What does a texel density audit ensure in a 3D production pipeline?

    Answer: All assets have consistent pixel-per-unit ratios relative to their in-scene importance

    A texel density audit ensures that assets maintain consistent pixels-per-unit across the scene so nothing appears blurrier or sharper than intended.

  6. A QA reviewer flags a normal map that causes dark shading artifacts along hard edges. What is the most common fix?

    Answer: Add a chamfer or bevel to hard edges before baking

    Adding a chamfer or bevel to hard edges gives the normal map a surface to capture, eliminating the dark shading artifacts caused by extreme angle transitions.

  7. When performing a final texture quality check before asset delivery, which of the following should be verified last?

    Answer: The asset renders correctly in the target engine under production lighting

    Verifying the asset in the target engine under production lighting is the final step because it catches issues that individual map checks cannot reveal.