Computer-Use Agent Taxonomy中文
R06.06.02.01 · TASK CLASS

UV unwrapping & layout

Unwrap and pack UVs to distortion and density targets.

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 · RizomUV
Class GUI-need label
G2 · GUI-essential

Task proposals · 20

Expand to inspect the complete original wording and proposed checks. Original proposal text remains English in both interfaces.

R06.06.02.01-T01 Unwrap a crate with uniform texel density

Original instruction

Unwrap fixtures/crate_lowpoly.blend (600 mm crate with planks and metal corners) in Blender for a 2048 px texture: seams on hidden or hard edges, no overlapping islands, texel density coefficient of variation <= 10%, padding >= 8 px between islands and to the tile border. Save output/crate_uv.blend.

Platforms
mac · macOS win · Windows
Applications
Blender
Interfaces
desk · Desktop GUI
GUI need · task setting
G2 · GUI-essential
GUI need · ordinary access
CL · CLI-sufficient
Interaction primitives
click · Point & click vis · Visual judgment drag · Drag & drop
Work product
WP04 · 3D/spatial model
Conditions
None declared
Proposed difficulty
3 / 5

Proposed verifier

UV map 'UVMap' parsed: overlap area 0 (rasterized at 2048); per-face texel density CV <= 10%; min island gap >= 8 px; all UVs in 0-1; angle distortion mean <= 3 deg. Info log scanned: Smart UV Project alone fails the seam-placement check (seams must lie on GT hard/hidden edges, >= 80%). Blender's Python console, Text Editor and --python are disabled; .blend writes from outside Blender are logged.

Proposed partial credit

25% no overlaps; 25% density CV; 20% padding; 30% seams on hard/hidden edges.

R06.06.02.01-T02 Hide seams on a character in Maya

Original instruction

In fixtures/heroine_body.ma, cut UV seams so they fall in hidden areas (inner arms, sides of torso under arms, inner legs, behind hairline), unfold and lay out in 0-1 with no overlaps and stretch <= 5%. Save output/heroine_uv.ma.

Platforms
mac · macOS win · Windows
Applications
Maya
Interfaces
desk · Desktop GUI
GUI need · task setting
G2 · GUI-essential
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
click · Point & click vis · Visual judgment nav · Pan/zoom/scroll
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app
Proposed difficulty
4 / 5

Proposed verifier

mayapy: seam edge set overlaps the GT hidden-seam set >= 80% (by length) and visible-region seams (GT front-camera visibility) <= 5% of seam length; 0 overlaps; area/angle stretch <= 5% on 95% of faces. Maya's Script Editor, commandPort and mayapy are disabled for the agent; MEL/Python history is also scanned for scripted cuts, and .ma edits outside Maya are logged.

Proposed partial credit

45% seam placement; 25% stretch; 20% no overlaps; 10% in 0-1.

R06.06.02.01-T03 Pack four props into one tile at 70 percent coverage

Original instruction

Four props in fixtures/props_pack.fbx (lamp, chair, mug, book) already have clean UV islands. In RizomUV (or Blender UVPackmaster), pack all islands into a single 0-1 tile for a shared 4k atlas with >= 70% coverage, 16 px padding at 4k, uniform texel density across props. Export output/props_packed.fbx.

Platforms
mac · macOS win · Windows
Applications
RizomUV · Blender
Interfaces
desk · Desktop GUI
GUI need · task setting
G2 · GUI-essential
GUI need · ordinary access
CL · CLI-sufficient
Interaction primitives
drag · Drag & drop click · Point & click vis · Visual judgment
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app
Proposed difficulty
3 / 5

Proposed verifier

Coverage (union island area / tile) >= 70%; min island gap >= 16 px at 4096; 0 overlaps; texel density CV across props <= 8%; island shapes unchanged except rigid transforms (Procrustes residual <= 1e-4). RizomUV's Lua scripting/bridge port and Blender's Python console/--python are disabled; FBX files written outside the apps are logged and fail.

Proposed partial credit

35% coverage; 25% padding/no overlap; 25% uniform density; 15% shapes preserved.

R06.06.02.01-T04 Lay out a hero character across six UDIM tiles

Original instruction

Lay out fixtures/hero_char.ma on UDIMs 1001-1006: head 1001, torso 1002, arms 1003, legs 1004, hands 1005, accessories 1006. Texel density 40.96 px/cm at 4k across all tiles except head at 2x, islands upright and matching orientation across seams. Save output/hero_udim.ma.

Platforms
mac · macOS win · Windows
Applications
Maya · RizomUV
Interfaces
desk · Desktop GUI
GUI need · task setting
G2 · GUI-essential
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
drag · Drag & drop vis · Visual judgment click · Point & click
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app long · Long-horizon
Proposed difficulty
4 / 5

Proposed verifier

Each GT body-part face set lies fully in its assigned UDIM; density 40.96 +/- 2 px/cm (head 81.92 +/- 4); 0 overlaps; per-island up-vector (GT surface-up projected) within 10 deg of +V; padding >= 8 px; stretch <= 5%. Maya's Script Editor/commandPort/mayapy and RizomUV's Lua scripting/bridge port are disabled; .ma writes from outside Maya are logged and fail.

Proposed partial credit

25% tile assignment; 30% texel density targets; 25% orientation; 20% no overlap/padding/stretch.

R06.06.02.01-T05 Map wall moldings to a trim sheet

Original instruction

fixtures/hallway_kit.blend uses the trim sheet in ref/trim_sheet_layout.png (8 horizontal strips, V bands listed in ref/trim_bands.json). UV every molding, baseboard and panel edge onto its correct strip: straightened islands, V extents inside the band, U tiling allowed beyond 0-1, texel density 1024 px/m. Save output/hallway_trim.blend.

Platforms
mac · macOS win · Windows
Applications
Blender · Maya
Interfaces
desk · Desktop GUI
GUI need · task setting
G2 · GUI-essential
GUI need · ordinary access
CL · CLI-sufficient
Interaction primitives
drag · Drag & drop geom · Precise geometry vis · Visual judgment
Work product
WP04 · 3D/spatial model
Conditions
None declared
Proposed difficulty
4 / 5

Proposed verifier

For each GT molding face set: V extent inside its assigned band (+/- 2 px at 2048); island rectangularity (straightened) >= 0.98; density 1024 +/- 50 px/m along U; profile edges aligned to band edges. Unassigned surfaces 0. Blender's Python console/--python and Maya's Script Editor/mayapy are disabled; the Info log is also scanned for scripted UV ops.

Proposed partial credit

40% correct band per element; 25% straightened; 20% density; 15% full coverage.

R06.06.02.01-T06 Fix overlapping and flipped UV islands

Original instruction

fixtures/barrel_import.fbx has 6 overlapping islands and 3 flipped islands (negative winding) from a bad mirror. Fix them in Blender without changing seam placement so the map is overlap-free with all islands correctly wound, then repack in 0-1 with 4 px padding at 1k. Export output/barrel_fixed.fbx.

Platforms
mac · macOS win · Windows
Applications
Blender · Maya
Interfaces
desk · Desktop GUI
GUI need · task setting
G2 · GUI-essential
GUI need · ordinary access
CL · CLI-sufficient
Interaction primitives
click · Point & click drag · Drag & drop vis · Visual judgment
Work product
WP04 · 3D/spatial model
Conditions
None declared
Proposed difficulty
2 / 5

Proposed verifier

0 overlaps; 0 islands with negative signed area; seam edge set identical to input; padding >= 4 px at 1024; island shapes preserved (Procrustes residual <= 1e-4 after allowing flip). Blender's Python console/--python and Maya's Script Editor/mayapy are disabled; FBX writes from outside the apps are logged and fail.

Proposed partial credit

35% overlaps fixed; 30% flips fixed; 20% seams unchanged; 15% repack padding.

R06.06.02.01-T07 Create a lightmap UV channel for Unreal

Original instruction

For fixtures/SM_Archway.fbx, add a second UV channel (UV1) suitable for Unreal lightmaps at resolution 128: non-overlapping, all islands inside 0-1, >= 2 texel padding at 128, hard edges split. Keep UV0 untouched. Export output/SM_Archway_lm.fbx and verify in Unreal that the lightmap UV produces no overlap warnings.

Platforms
mac · macOS win · Windows
Applications
Maya · Blender · Unreal Engine
Interfaces
desk · Desktop GUI
GUI need · task setting
HY · Hybrid
GUI need · ordinary access
CL · CLI-sufficient
Interaction primitives
click · Point & click vis · Visual judgment
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app multiapp · Multi-app
Proposed difficulty
3 / 5

Proposed verifier

UV1: 0 overlaps rasterized at 128; island gap >= 2 texels; all in 0-1; islands split at hard edges (GT edges >= 95%). UV0 identical to input. Unreal headless import + Build Lighting log shows 0 'overlapping UV' warnings for the mesh.

Proposed partial credit

30% UV1 exists, UV0 intact; 30% no overlap and padding; 20% hard edges split; 20% Unreal check clean.

R06.06.02.01-T08 Unwrap a bottle so the label area is undistorted

Original instruction

Unwrap fixtures/wine_bottle.ma so the cylindrical label zone (GT face set) is one rectangular island with width/height ratio equal to its real circumference/height, stretch <= 2%, seam at the back (180 deg from logo direction); neck and base as separate islands. Save output/bottle_uv.ma.

Platforms
mac · macOS win · Windows
Applications
Maya · Blender
Interfaces
desk · Desktop GUI
GUI need · task setting
G2 · GUI-essential
GUI need · ordinary access
CL · CLI-sufficient
Interaction primitives
click · Point & click geom · Precise geometry vis · Visual judgment
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app
Proposed difficulty
3 / 5

Proposed verifier

Label island: single island, rectangularity >= 0.99, aspect ratio within 1% of circumference/height, area/angle stretch <= 2%; seam within 5 deg of back direction; neck and base separate islands; 0 overlaps. Maya's Script Editor/commandPort/mayapy and Blender's Python console/--python are disabled; .ma writes from outside Maya are logged and fail.

Proposed partial credit

30% label island rectangular; 30% aspect and stretch; 20% seam placement; 20% other islands clean.

R06.06.02.01-T09 Stack mirrored halves to double texel density

Original instruction

fixtures/space_helmet.blend is symmetric. Lay out UVs so the left and right halves stack exactly (mirrored shells on top of each other, one offset by +1 in U for baking), keeping unique details (left-side decal panel, GT face set) unstacked. Use the freed space to raise texel density by >= 1.8x. Save output/helmet_uv.blend.

Platforms
mac · macOS win · Windows
Applications
Blender · Maya
Interfaces
desk · Desktop GUI
GUI need · task setting
G2 · GUI-essential
GUI need · ordinary access
CL · CLI-sufficient
Interaction primitives
drag · Drag & drop vis · Visual judgment click · Point & click
Work product
WP04 · 3D/spatial model
Conditions
None declared
Proposed difficulty
3 / 5

Proposed verifier

Mirrored counterpart islands coincide after the U offset is removed (vertex distance <= 0.001 UV); unique decal panel unstacked and inside 0-1; texel density >= 1.8x the input; 0 unintended overlaps; padding >= 8 px at 2k. Blender's Python console/--python and Maya's Script Editor/mayapy are disabled; .blend writes from outside Blender are logged and fail.

Proposed partial credit

40% exact stacking; 20% unique areas unstacked; 25% density gain; 15% padding/no overlaps.

R06.06.02.01-T10 Minimize seams on a hard-surface rifle under a stretch cap

Original instruction

Unwrap fixtures/rifle_hp_low.fbx (8k tris) for a 4k texture with total seam length as low as possible while every island stays under 4% area/angle stretch and seams sit on hard edges or hidden underside edges. Pack at >= 72% coverage, 16 px padding. Export output/rifle_uv.fbx.

Platforms
mac · macOS win · Windows
Applications
RizomUV · Maya · Blender
Interfaces
desk · Desktop GUI
GUI need · task setting
G2 · GUI-essential
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
click · Point & click vis · Visual judgment drag · Drag & drop
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app long · Long-horizon
Proposed difficulty
5 / 5

Proposed verifier

Stretch <= 4% on 98% of faces; seam length <= 1.15x GT expert solution; >= 90% of seam length on GT hard/hidden edges; coverage >= 72%; padding >= 16 px; 0 overlaps. Scripting is disabled in each app (RizomUV Lua/bridge port, Maya Script Editor/mayapy, Blender Python console/--python); any console use is logged and flagged, as are FBX writes from outside the apps.

Proposed partial credit

30% stretch cap; 30% seam length vs expert; 20% seam placement; 20% packing.

R06.06.02.01-T11 Match texel density across a modular kit

Original instruction

The six modular pieces in fixtures/dungeon_kit.blend (wall, corner, floor, pillar, arch, stairs) must all have exactly 512 px/m texel density for a 2048 tiling atlas so textures line up across seams. Rescale and adjust islands as needed (tiling beyond 0-1 allowed on floor and wall). Save output/dungeon_kit_td.blend.

Platforms
mac · macOS win · Windows
Applications
Blender · Maya
Interfaces
desk · Desktop GUI
GUI need · task setting
HY · Hybrid
GUI need · ordinary access
CL · CLI-sufficient
Interaction primitives
click · Point & click vis · Visual judgment
Work product
WP04 · 3D/spatial model
Conditions
None declared
Proposed difficulty
3 / 5

Proposed verifier

Per-piece texel density 512 +/- 10 px/m, per-face CV <= 5%; at the 12 GT shared seams between pieces, UV scale ratio across the seam 1.0 +/- 0.02 and texture continuity offset <= 4 px; no overlaps within non-tiling pieces.

Proposed partial credit

40% density per piece; 30% seam continuity; 20% low variation; 10% no overlaps.

R06.06.02.01-T12 Set world-space tiling UVs on a floor

Original instruction

In fixtures/warehouse_floor.blend, UV the 24x18 m floor slab so the 2 m concrete tile texture repeats once per 2 m in both directions (world-scale UVs), aligned with the expansion joints at X=0 and Y=0. Save output/warehouse_floor.blend.

Platforms
mac · macOS win · Windows
Applications
Blender · 3ds Max
Interfaces
desk · Desktop GUI
GUI need · task setting
HY · Hybrid
GUI need · ordinary access
CL · CLI-sufficient
Interaction primitives
click · Point & click type · Text & forms
Work product
WP04 · 3D/spatial model
Conditions
None declared
Proposed difficulty
2 / 5

Proposed verifier

Top faces: U = X/2 m and V = Y/2 m within 0.002 UV (any integer offset allowed); joints at X=0/Y=0 map to integer UV lines; side faces scaled consistently (0.5 UV per m). No stretched faces.

Proposed partial credit

50% correct world scale; 30% joint alignment; 20% sides consistent.

R06.06.02.01-T13 Unwrap a head with a seamless face island

Original instruction

Unwrap fixtures/head_8k.ma so the entire face (GT face mask) is one island with no seams crossing it, the seam runs from crown down the back of the head and behind the ears, ears are separate islands, and angle distortion in the face <= 2 deg mean. Lay out in UDIM 1001. Save output/head_uv.ma.

Platforms
mac · macOS win · Windows
Applications
Maya · RizomUV · Blender
Interfaces
desk · Desktop GUI
GUI need · task setting
G2 · GUI-essential
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
click · Point & click vis · Visual judgment nav · Pan/zoom/scroll
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app
Proposed difficulty
4 / 5

Proposed verifier

No seam edge inside the GT face mask; seam path within 1 cm of the GT back/ear route for >= 85% of length; ears separate islands; face mean angle distortion <= 2 deg and area distortion <= 5%; eyes and mouth holes not overlapping; 0 overlaps. Scripting is disabled in each app (Maya Script Editor/mayapy, RizomUV Lua/bridge port, Blender Python console/--python); .ma writes outside Maya are logged.

Proposed partial credit

35% face island seamless; 25% seam route; 25% distortion; 15% ears and layout.

R06.06.02.01-T14 Refine auto-seams on a sneaker in RizomUV

Original instruction

In RizomUV, auto-seam fixtures/sneaker.fbx, then refine manually: <= 12 islands, sole as one island, tongue and laces separated, stitching lines (GT polylines) running straight in UV within 1 deg, stretch <= 3%. Pack for 4k with 16 px padding. Export output/sneaker_uv.fbx.

Platforms
mac · macOS win · Windows
Applications
RizomUV
Interfaces
desk · Desktop GUI
GUI need · task setting
G2 · GUI-essential
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
click · Point & click drag · Drag & drop vis · Visual judgment
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app
Proposed difficulty
4 / 5

Proposed verifier

Islands <= 12; sole single island; tongue and laces separate (GT face sets); stitching polylines straight in UV (fit residual <= 1 deg); stretch <= 3% on 95% of faces; packing padding >= 16 px, 0 overlaps. RizomUV's Lua scripting and bridge port are disabled, and FBX files written outside RizomUV are logged and fail.

Proposed partial credit

20% island count/structure; 35% straight stitching lines; 25% stretch; 20% packing.

R06.06.02.01-T15 Unwrap the crate by bpy script (control pair of T01)

Original instruction

Control pair of T01: from a terminal only, write tools/unwrap_crate.py and run blender --background fixtures/crate_lowpoly.blend --python tools/unwrap_crate.py to produce output/crate_uv_cli.blend meeting the same overlap, density, padding and seam-placement targets.

Platforms
mac · macOS win · Windows lin · 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
2 / 5

Proposed verifier

Same checks as T01: 0 overlaps, density CV <= 10%, padding >= 8 px, seams on GT hard/hidden edges >= 80%. Process log confirms background mode only. Scored side by side with T01.

Proposed partial credit

25% no overlaps; 25% density CV; 20% padding; 30% seams on hard/hidden edges.

R06.06.02.01-T16 Stack identical bolt shells for texture reuse

Original instruction

fixtures/machine_base.fbx has 24 identical bolts and 8 identical brackets with separate UV islands. Stack all identical shells onto one master shell per type (bolts on bolt master, brackets on bracket master), then repack the remaining unique islands to >= 68% coverage at 2k. Export output/machine_uv.fbx.

Platforms
mac · macOS win · Windows
Applications
Maya · RizomUV · Blender
Interfaces
desk · Desktop GUI
GUI need · task setting
G2 · GUI-essential
GUI need · ordinary access
CL · CLI-sufficient
Interaction primitives
drag · Drag & drop click · Point & click vis · Visual judgment
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app
Proposed difficulty
3 / 5

Proposed verifier

Bolt and bracket instance islands coincide with their master (vertex distance <= 0.001 UV, same orientation); unique islands 0 overlaps with each other and stacks; coverage >= 68%; padding >= 8 px. Scripting is disabled in each app (Maya Script Editor/mayapy, RizomUV Lua/bridge port, Blender Python console/--python); FBX writes from outside the apps are logged and fail.

Proposed partial credit

40% bolts stacked; 20% brackets stacked; 25% coverage; 15% no unintended overlaps.

R06.06.02.01-T17 Transfer UVs after a topology change

Original instruction

Modeling changed fixtures/pauldron_v2.ma (added 2 edge loops and a rivet strip) after texturing on v1 (fixtures/pauldron_v1.ma). Transfer UVs from v1 to v2 so existing textures still line up, then unwrap only the new rivet strip into empty space. Save output/pauldron_v2_uv.ma.

Platforms
mac · macOS win · Windows
Applications
Maya · Blender
Interfaces
desk · Desktop GUI
GUI need · task setting
HY · Hybrid
GUI need · ordinary access
CL · CLI-sufficient
Interaction primitives
click · Point & click vis · Visual judgment
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app hidden · Hidden/stale state
Proposed difficulty
3 / 5

Proposed verifier

Baking v1 textures through v2 UVs: SSIM >= 0.98 vs v1 render on the unchanged region; v2 has no construction history left; rivet strip island inside 0-1 with 0 overlaps; texel density matches neighbors within 10%.

Proposed partial credit

50% texture alignment preserved; 25% new strip unwrapped; 15% history cleaned; 10% density match.

R06.06.02.01-T18 Unwrap a creature across UDIMs with consistent orientation

Original instruction

Unwrap fixtures/creature_hp_retopo.ma (24k quads, tail, wings) across 8 UDIMs grouped per brief notes/creature_udim.txt. Seams hidden per the brief, wing membranes as single low-distortion islands, uniform texel density 30 px/cm at 4k, islands oriented so scale rows run along +V. Save output/creature_uv.ma.

Platforms
mac · macOS win · Windows
Applications
Maya · RizomUV
Interfaces
desk · Desktop GUI
GUI need · task setting
G2 · GUI-essential
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
click · Point & click drag · Drag & drop vis · Visual judgment nav · Pan/zoom/scroll
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app long · Long-horizon
Proposed difficulty
5 / 5

Proposed verifier

UDIM assignment per brief for all GT face groups; density 30 +/- 1.5 px/cm with CV <= 7%; wing islands single and area distortion <= 4%; scale-row direction (GT tangent field) aligned to +V within 15 deg on 85% of faces; seams in GT hidden zones >= 80%; 0 overlaps. Maya's Script Editor/commandPort/mayapy and RizomUV's Lua/bridge port are disabled; .ma writes outside Maya are logged.

Proposed partial credit

20% UDIM grouping; 25% density; 20% wing islands; 35% orientation (20 pts) and seams/overlaps (15 pts).

R06.06.02.01-T19 Apply real-world UVW mapping to a facade in 3ds Max

Original instruction

In fixtures/townhouse.max, map the facade so brick texture (1 m x 1 m per tile) uses real-world scale with courses horizontal, window reveals and sills mapped with Unwrap UVW so brick courses continue around corners. Save output/townhouse_uv.max.

Platforms
win · Windows
Applications
3ds Max
Interfaces
desk · Desktop GUI
GUI need · task setting
G2 · GUI-essential
GUI need · ordinary access
CL · CLI-sufficient
Interaction primitives
click · Point & click vis · Visual judgment geom · Precise geometry
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app
Proposed difficulty
3 / 5

Proposed verifier

Exported FBX UVs: facade faces map 1.0 UV per m in U and V (+/- 1%); course direction horizontal within 0.5 deg; at 8 GT corners the V coordinate is continuous (offset <= 0.005) across the edge; reveals scaled consistently. 3ds Max's MAXScript Listener, pymxs and 3dsmaxbatch are disabled, and the .max must be saved by 3ds Max (outside file writes are logged).

Proposed partial credit

40% real-world scale; 20% horizontal courses; 30% continuity at corners; 10% reveals.

R06.06.02.01-T20 Pack a game character and props into one atlas with priorities

Original instruction

Pack the character and 5 props in fixtures/ranger_set.fbx into one 4k atlas: face islands at 2x density, hands 1.5x, everything else 1x; mirrored limbs stacked; 16 px padding; >= 75% coverage; islands axis-aligned where rectangular. Export output/ranger_atlas.fbx and a UV snapshot output/ranger_atlas.png.

Platforms
mac · macOS win · Windows
Applications
RizomUV · Maya · Blender
Interfaces
desk · Desktop GUI
GUI need · task setting
G2 · GUI-essential
GUI need · ordinary access
G2 · GUI-essential
Interaction primitives
drag · Drag & drop click · Point & click vis · Visual judgment
Work product
WP04 · 3D/spatial model
Conditions
licensed · Licensed pro app long · Long-horizon
Proposed difficulty
5 / 5

Proposed verifier

Density ratios face:hands:body = 2.0:1.5:1.0 (+/- 5%); mirrored limbs stacked (<= 0.001 UV); 0 unintended overlaps; padding >= 16 px; coverage >= 75%; rectangular islands (rectangularity >= 0.98) aligned within 1 deg; snapshot PNG matches the FBX layout. Scripting is disabled in each app (RizomUV Lua/bridge port, Maya Script Editor/mayapy, Blender Python console/--python); outside file writes are logged.

Proposed partial credit

30% density priorities; 20% stacking; 30% coverage and padding; 20% alignment and snapshot.

Mapped research references

Existing benchmark-to-class links from the research catalog. They are not record-level annotations, executions or product endorsements.

In this workflow family