Polygon & hard-surface modeling
Model objects to reference dimensions and topology rules.
20 project-authored proposals · taxonomy v1.1 · 0 new benchmark runs. Verifiers and partial-credit rules below are designs, not executed results.
- Typical applications
- Blender · Maya · 3ds Max
- Class GUI-need label
HY· Hybrid
Digital-employee context
Project class assignments, not demonstrated employee capability or imported benchmark coverage. Acceptance criteria and value metrics are proposals; no ROI has been measured.
Related roles
- Creative production and revision · Link by the artifact changed: vector paths, photo adjustments, composites, cuts, captions, models, repaired dialogue and loudness-compliant mixes.
Task proposals · 20
Expand to inspect the complete original wording and proposed checks. Original proposal text remains English in both interfaces.
R06.06.01.01-T01 Model a dining chair to blueprint dimensions
Original instruction
Using input/chair_blueprint.pdf (front, side, top views in mm), model the chair in a new Blender file: seat height 450 mm, seat 420x400x25 mm, four 30x30 mm legs, backrest 380 mm above seat. Quads only, manifold, <= 2,000 faces, scene units mm, object 'Chair' at origin. Save output/chair.blend and export output/chair.fbx.
- Platforms
mac· macOSwin· Windows- Applications
- Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometrykey· Shortcutsvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Mesh loaded with bpy in the grader: quad ratio 100%, 0 non-manifold edges, faces <= 2000. Seat top Z = 450 +/- 2 mm, leg cross-sections 30 +/- 0.5 mm, bbox within 2 mm of spec. Chamfer distance to GT chair <= 5 mm. FBX re-imported to confirm units.
Proposed partial credit
20% topology rules (quads, manifold, budget); 40% key dimensions; 30% Chamfer <= 5 mm; 10% FBX export with mm units.
R06.06.01.01-T02 Bevel all hard edges of a crate in Maya
Original instruction
Open fixtures/crate.ma (a 600 mm wooden crate, sharp 90-degree edges). Bevel every edge with dihedral angle > 30 degrees using 2 segments and width 5 mm, without creating n-gons or changing overall dimensions. Save output/crate_bevel.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clickkey· Shortcutsgeom· Precise geometry- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 2 / 5
Proposed verifier
Grader opens the .ma via mayapy: bbox unchanged within 0.1 mm; every original hard edge replaced by a 2-segment chamfer of width 5 +/- 0.3 mm (measured on 20 sampled edges); n-gon count 0; no non-manifold or lamina faces. polyBevel3 node history checked for segments=2.
Proposed partial credit
30% all hard edges beveled; 30% width and segments exact; 25% no n-gons; 15% dimensions preserved.
R06.06.01.01-T03 Repair an imported mesh in 3ds Max
Original instruction
fixtures/pump_housing_import.obj comes from a vendor with flipped normals, duplicate vertices, 14 non-manifold edges and 3 holes. In 3ds Max, repair it so it is watertight, normals point outward and duplicates are welded (threshold 0.01 mm), without moving any vertex by more than 0.05 mm. Save output/pump_housing.max and export output/pump_housing.obj.
- Platforms
win· Windows- Applications
- 3ds Max
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clickvis· Visual judgmentkey· Shortcuts- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 2 / 5
Proposed verifier
Exported OBJ checked with trimesh: watertight, 0 non-manifold edges, consistent outward winding (signed volume > 0), no vertex pairs closer than 0.01 mm. Hausdorff distance to the original surface <= 0.05 mm outside the 3 GT hole regions. The .max file must exist and open.
Proposed partial credit
30% watertight with holes capped; 25% normals outward; 20% duplicates welded; 25% shape preserved within 0.05 mm.
R06.06.01.01-T04 Model a sci-fi panel with boolean cutouts and support loops
Original instruction
From input/panel_spec.pdf, model a 400x300x20 mm sci-fi hull panel with 3 recessed vents and 2 circular ports via booleans, then clean topology with support loops so it subdivides (level 2) without pinching. Deliver output/panel.blend with the Subdivision modifier unapplied.
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryvis· Visual judgmentkey· Shortcuts- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 4 / 5
Proposed verifier
Grader evaluates the subdivided mesh: Chamfer to GT high-res panel <= 0.5 mm; recess depths and port diameters within 0.3 mm; shading-artifact metric (max normal deviation between adjacent faces on GT flat regions) <= 2 deg. Base cage: quads >= 95%, no boolean modifiers left live. Blender's Python console/--python and Maya's Script Editor/mayapy are disabled (attempts logged and flagged); files written outside the app fail.
Proposed partial credit
20% booleans placed to spec; 30% dimensions; 35% subdivides cleanly; 15% cage topology rules.
R06.06.01.01-T05 Model an ISO 4017 M10 hex bolt
Original instruction
Model an M10x40 hex bolt per ISO 4017: width across flats 16 mm, head height 6.4 mm, shank diameter 10 mm, length under head 40 mm, 30-degree chamfer on the head and a 1 mm tip chamfer; threads may be a 1.5 mm pitch helical displacement or omitted. Save output/bolt_m10.ma and export output/bolt_m10.stl in mm.
- Platforms
mac· macOSwin· Windows- Applications
- Maya · Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometrytype· Text & formskey· Shortcuts- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
STL parsed: across-flats 16 +/- 0.05 mm via section at mid-head, across-corners 18.0-18.5 mm, head height 6.4 +/- 0.1, shank diameter 10 +/- 0.05 (or major thread dia), total length 46.4 +/- 0.2. Watertight. If threads present, pitch 1.5 +/- 0.05 measured on profile.
Proposed partial credit
40% head geometry; 30% shank/length; 20% chamfers; 10% watertight STL in mm.
R06.06.01.01-T06 Build a low-poly game prop from orthographic reference sheets
Original instruction
From input/blaster_refs/ (front, side, top PNGs at 1 px = 1 mm), model a game-ready sci-fi blaster in Blender or Maya: <= 3,000 triangles, no hidden interior faces, pivot at the grip, +Y forward, scale in cm. Export output/blaster.fbx.
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryvis· Visual judgmentnav· Pan/zoom/scroll- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 4 / 5
Proposed verifier
Rendered orthographic silhouettes of the FBX vs reference masks: IoU >= 0.95 per view. Triangles <= 3000; internal faces (not visible from 26 directions) <= 1%; pivot within 5 mm of GT grip point; forward axis checked. Blender's Python console/--python and Maya's Script Editor/mayapy are disabled; Info log/Script Editor history scanned for scripted mesh generation; outside file writes are logged.
Proposed partial credit
45% silhouette IoU across 3 views; 20% tri budget; 20% no hidden faces; 15% pivot/axis/scale.
R06.06.01.01-T07 Model a straight staircase from a section drawing in 3ds Max
Original instruction
From input/stair_section.dwg, model a straight concrete staircase in 3ds Max: 16 risers at 175 mm, goings 280 mm, width 1000 mm, 1000 mm landing at the top, 150 mm waist slab, solid closed mesh named 'Stair_A'. Save output/stair.max and export output/stair.fbx (mm).
- Platforms
win· Windows- Applications
- 3ds Max
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometrytype· Text & formskey· Shortcuts- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
FBX parsed: 16 risers, each step rise 175 +/- 1 mm and going 280 +/- 1 mm measured from tread top vertices; width 1000 +/- 1; landing depth 1000 +/- 2; waist thickness 150 +/- 3 perpendicular to pitch line; closed manifold mesh; object name exact.
Proposed partial credit
40% riser/going geometry; 20% landing; 20% waist slab; 20% closed mesh and naming.
R06.06.01.01-T08 Build a grid-snapped modular wall kit
Original instruction
Create 4 modular wall pieces for a game kit in Blender: straight 2 m, corner, doorway (900x2100 mm opening) and window (1200x1000 mm, sill 900 mm). All pieces 3 m high, 200 mm thick, pivot at the bottom-left corner, vertices on a 50 mm grid. Export each as output/kit/SM_Wall_<type>.fbx.
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometrykey· Shortcutsvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Each FBX: dims exact within 0.5 mm, openings to spec, all vertex coords multiples of 50 mm (+/- 0.1), pivot at local origin = bottom-left. Grader tiles pieces in 6 combinations and checks seam gaps/overlaps <= 0.1 mm. Names match the pattern.
Proposed partial credit
25% four pieces exist and named; 35% dimensions/openings; 25% grid snap and pivots; 15% tiling seams clean.
R06.06.01.01-T09 Model a car fender panel to blueprint with clean curvature
Original instruction
From input/fender_blueprints/ (side, front, top at 1:10 with scale bar) model the front-left fender of the reference coupe as a subdivision surface: wheel arch radius 360 mm, 4 mm panel gaps to the GT door and hood edges, no pinching or ripples. Save output/fender.blend (Subdivision level 3 live).
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
geom· Precise geometryvis· Visual judgmentnav· Pan/zoom/scrollpath· Continuous path- Work product
WP04· 3D/spatial model- Conditions
long· Long-horizon- Proposed difficulty
- 5 / 5
Proposed verifier
Subdivided surface vs GT scan: Chamfer <= 2 mm, Hausdorff <= 6 mm. Arch radius fit 360 +/- 3 mm. Panel gaps to GT neighbours 4 +/- 0.5 mm along 20 samples. Smoothness: zebra-stripe proxy (curvature discontinuity across edges) below GT threshold on 95% of edges. Blender's Python console, Text Editor and --python are disabled; script-created geometry is also detected via the Info log.
Proposed partial credit
35% surface accuracy; 20% arch radius; 20% panel gaps; 25% curvature continuity.
R06.06.01.01-T10 Symmetrize a lopsided mesh with clipped mirror
Original instruction
fixtures/helmet_lopsided.blend contains a helmet whose right half was edited after symmetry broke (center seam vertices drift up to 3 mm). Make the model exactly symmetric across X using the left half as master, with seam vertices on X=0, using a Mirror modifier with clipping, then apply it. Save output/helmet_sym.blend.
- Platforms
mac· macOSwin· Windows- Applications
- Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clickkey· Shortcutsgeom· Precise geometry- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 2 / 5
Proposed verifier
Grader: for every vertex its X-mirror counterpart exists within 0.01 mm; all seam vertices |x| <= 0.001 mm; no doubled center faces; left half matches the original left half within 0.01 mm; mesh manifold.
Proposed partial credit
40% exact symmetry; 30% seam on X=0 without doubles; 30% left half unchanged.
R06.06.01.01-T11 Model a phone body with weighted normals
Original instruction
Model a 150x72x8 mm phone body with 8 mm corner radius, a camera bump (30x30x1.2 mm, 6 mm radius) and button cutouts per input/phone_spec.pdf, as a low-poly mesh (<= 4,000 tris) whose flat faces shade flat via weighted normals (no subdivision). Save output/phone.blend and export output/phone.fbx with custom normals.
- Platforms
mac· macOSwin· Windows- Applications
- Blender · 3ds Max
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometryvis· Visual judgmentclick· Point & click- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
FBX imported with custom normals: on GT flat regions, per-vertex normal deviation from face normal <= 1 deg; corner radius fit 8 +/- 0.2 mm; bump dims within 0.1 mm; tri count <= 4000; cutouts present (genus/holes count). Shading render compared to GT for banding (SSIM >= 0.95).
Proposed partial credit
30% dimensions and radii; 35% weighted-normal shading; 20% cutouts; 15% budget/export.
R06.06.01.01-T12 Revolve a lens barrel with knurled grip in Maya
Original instruction
From input/lens_profile.svg (half-profile in mm), model a camera lens barrel by revolving the profile, then add a focus ring with 48 knurl grooves 0.6 mm deep and a 0.5 mm chamfer on both outer edges. Keep quads, 0 n-gons. Save output/lens.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya · Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometrypath· Continuous pathclick· Point & click- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
Radial profile sampled at 64 angles vs the SVG profile: max deviation <= 0.2 mm outside the knurl band. Knurl band: 48 grooves detected by angular frequency analysis, depth 0.6 +/- 0.1 mm. Chamfers 0.5 +/- 0.1 mm. Quads 100%, manifold.
Proposed partial credit
35% revolved profile accuracy; 35% knurl count/depth; 15% chamfers; 15% topology.
R06.06.01.01-T13 Convert a triangulated CAD export into a clean quad mesh
Original instruction
fixtures/gearbox_cover_cad.obj is a 220k-triangle tessellation from CAD. Produce a render-ready quad-dominant mesh output/gearbox_cover.fbx with <= 8,000 faces, >= 90% quads, sharp edges preserved (marked crease/hard edges where the CAD dihedral > 40 deg) and Hausdorff distance to the CAD surface <= 0.5 mm.
- Platforms
mac· macOSwin· Windows- Applications
- 3ds Max · Blender · Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometryvis· Visual judgmentclick· Point & click- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 4 / 5
Proposed verifier
Grader: faces <= 8000, quad ratio >= 90%, Hausdorff (two-sided) <= 0.5 mm, mean distance <= 0.1 mm. Sharp-edge recall: >= 90% of GT feature edges (dihedral > 40 deg) have a hard/crease edge within 0.5 mm. Manifold.
Proposed partial credit
30% budget and quad ratio; 40% surface accuracy; 20% sharp edges; 10% manifold export.
R06.06.01.01-T14 Model an engine valve cover for print and render
Original instruction
From input/valve_cover_drawing.pdf (3 views, mm, 12 bolt bosses, 4 mm fillets, 3 mm wall), model the valve cover as a watertight solid mesh that renders cleanly and passes print checks: min wall 3 mm, all fillets 4 mm, bosses on the 12 GT bolt positions. Deliver output/valve_cover.blend and output/valve_cover.stl (mm).
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Maya · 3ds Max
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometryvis· Visual judgmentkey· Shortcuts- Work product
WP04· 3D/spatial model- Conditions
long· Long-horizon- Proposed difficulty
- 5 / 5
Proposed verifier
STL: watertight, single shell, wall thickness (ray-cast sampling) >= 2.9 mm everywhere; Chamfer to GT <= 1 mm; boss axes within 0.3 mm of GT positions and diameters within 0.1 mm; fillet radii fit 4 +/- 0.4 mm at 24 sampled locations. Render shading checked for artifacts (SSIM >= 0.95 vs GT).
Proposed partial credit
20% watertight single shell; 30% overall shape; 25% bosses; 25% fillets (15 pts) and wall thickness (10 pts).
R06.06.01.01-T15 Build LOD1 and LOD2 for a prop without breaking UVs
Original instruction
fixtures/barrel_LOD0.fbx (4,800 tris) needs LODs for Unreal: LOD1 at 50% and LOD2 at 25% triangles (+/- 5%), keeping the silhouette, UV seams and material slots. Use decimation plus manual cleanup of collapsed rims. Export output/SM_Barrel_LOD1.fbx and output/SM_Barrel_LOD2.fbx.
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Maya · 3ds Max
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
vis· Visual judgmentclick· Point & clickgeom· Precise geometry- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 4 / 5
Proposed verifier
Tri counts within 5% of 2400 and 1200. Silhouette IoU over 8 turntable views >= 0.97 (LOD1) and >= 0.93 (LOD2). UV: no new overlaps, island boundary preserved (UV seam edges matched within 0.002 UV), material slot count = LOD0. Rim regions (GT) Hausdorff <= 3 mm.
Proposed partial credit
30% tri targets; 35% silhouettes; 20% UVs and materials intact; 15% rim cleanup.
R06.06.01.01-T16 Script a parametric M10 bolt headless (control pair of T05)
Original instruction
Control pair of T05: in a terminal only, write tools/make_bolt.py for blender --background that generates the same ISO 4017 M10x40 bolt (across flats 16, head 6.4, shank 10, length 40, chamfers) and writes output/bolt_m10_cli.stl in mm. No Blender GUI session may be opened.
- Platforms
mac· macOSwin· Windowslin· Linux- Applications
- Blender (bpy, --background)
- Interfaces
term· Terminal- GUI need · task setting
CL· CLI-sufficient- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
code· Code & commands- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
Same checks as T05 on output/bolt_m10_cli.stl. Process monitor confirms only background Blender ran. Scored side by side with T05 to measure the GUI-vs-script delta on a parametric part.
Proposed partial credit
40% head geometry; 30% shank/length; 20% chamfers; 10% runs headless and writes STL.
R06.06.01.01-T17 Make a phone stand 3D-print ready
Original instruction
fixtures/phone_stand_draft.blend is a visually fine but unprintable model (non-manifold joins, 0.8 mm walls at the lip, flipped faces). Using the 3D-Print Toolbox and manual edits, make it a single watertight shell with min wall 2 mm and no overhang above 50 deg except the GT-allowed lip, keeping outer dimensions within 0.5 mm. Export output/phone_stand.stl.
- Platforms
mac· macOSwin· Windows- Applications
- Blender
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
click· Point & clickgeom· Precise geometryvis· Visual judgment- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 3 / 5
Proposed verifier
trimesh: watertight, 1 body, outward normals. Thickness sampling >= 1.95 mm everywhere. Overhang analysis: faces > 50 deg from vertical outside GT lip region <= 0.5% area. Bbox within 0.5 mm of original; Chamfer to draft <= 1 mm outside the thickened lip.
Proposed partial credit
30% watertight single body; 30% wall thickness; 20% overhang rule; 20% shape preserved.
R06.06.01.01-T18 Apply a client revision to a table without scaling legs
Original instruction
fixtures/desk_v1.ma is an approved office desk. Client revision notes/desk_rev2.txt: lengthen the top by 200 mm (to 1600 mm), move the drawer unit 100 mm toward +X, and keep leg sections 40x40 mm and corner radii 5 mm unchanged. Edit topology (no non-uniform scaling of legs or rounded corners). Save output/desk_v2.ma.
- Platforms
mac· macOSwin· Windows- Applications
- Maya
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometryclick· Point & clickkey· Shortcuts- Work product
WP04· 3D/spatial model- Conditions
licensed· Licensed pro app- Proposed difficulty
- 3 / 5
Proposed verifier
mayapy: top length 1600 +/- 0.5 mm, depth unchanged; leg cross-sections 40 +/- 0.1 mm; corner radius fits 5 +/- 0.2 mm at all 4 corners; drawer unit bbox shifted +100 +/- 0.5 mm in X; no transform scale != 1 on any node; everything else within 0.1 mm of v1.
Proposed partial credit
30% top length; 30% legs/corners undistorted; 25% drawer moved; 15% nothing else changed.
R06.06.01.01-T19 Model a door handle from photos with a scale reference
Original instruction
input/handle_photos/ has 4 photos of a lever door handle next to a 150 mm steel ruler, plus input/handle_notes.txt (rose diameter 52 mm). Model the handle and rose as separate quad-based meshes with correct proportions and a subdivision-ready layout. Deliver output/door_handle.fbx (mm).
- Platforms
mac· macOSwin· Windows- Applications
- Blender · Maya · 3ds Max
- Interfaces
desk· Desktop GUI- GUI need · task setting
G2· GUI-essential- GUI need · ordinary access
G2· GUI-essential- Interaction primitives
vis· Visual judgmentgeom· Precise geometrynav· Pan/zoom/scroll- Work product
WP04· 3D/spatial model- Conditions
- None declared
- Proposed difficulty
- 4 / 5
Proposed verifier
Against the GT model of the photographed handle: overall lever length within 2%, rose diameter 52 +/- 0.5 mm, Chamfer (after subdivision) <= 2.5 mm, silhouettes from the 4 photo cameras (GT poses) IoU >= 0.9. Quads >= 95%, two named objects. Scripting is disabled in each app (Blender Python console/--python, Maya Script Editor/mayapy, 3ds Max MAXScript/pymxs) and file writes from outside the app are logged.
Proposed partial credit
30% key proportions; 35% photo-view silhouettes; 20% surface Chamfer; 15% topology and objects.
R06.06.01.01-T20 Build a quadcopter hero asset to a spec sheet
Original instruction
From input/drone_spec.pdf build a hero quadcopter: body, 4 arms, motors, propellers, camera gimbal, landing legs. Dimensions per spec (motor-to-motor 350 mm), subdivision-ready quads, named hierarchy per spec (DRN_body > DRN_arm_FL ...), pivots on each motor axis and gimbal joints for animation. Export output/drone.fbx (cm units).
- Platforms
mac· macOSwin· Windows- Applications
- Maya · Blender · 3ds Max
- Interfaces
desk· Desktop GUI- GUI need · task setting
HY· Hybrid- GUI need · ordinary access
CL· CLI-sufficient- Interaction primitives
geom· Precise geometryvis· Visual judgmentkey· Shortcuts- Work product
WP04· 3D/spatial model- Conditions
long· Long-horizonlicensed· Licensed pro app- Proposed difficulty
- 5 / 5
Proposed verifier
FBX parsed: hierarchy names and parenting exact; motor-to-motor 350 +/- 0.5 mm; each prop pivot within 0.5 mm of motor axis and rotation axis parallel within 0.5 deg; parts manifold; quads >= 95%; Chamfer per part to GT <= 3 mm; units cm. Rotating each prop in the grader produces no intersections.
Proposed partial credit
20% hierarchy and naming; 25% key dimensions; 25% pivots/axes; 30% part accuracy (20 pts) and topology/units (10 pts).
Mapped research references
Existing benchmark-to-class links from the research catalog. They are not record-level annotations, executions or product endorsements.