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3D & Motion Projects & Portfolio Practice Test 2026 | Exam P

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Q1

When creating a high-poly model for baking onto a low-poly counterpart, what is the primary reason for ensuring the high-poly mesh does not extend beyond the low-poly's UV shell borders?

Q2

In a PBR (Physically Based Rendering) workflow, a "metalness" map is used. What is the correct interpretation of a pure white value (1.0) on this map?

Q3

You are tasked with creating a complex, non-organic asset for a real-time game engine. Which modeling strategy best balances visual detail with performance constraints?

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