Preparing for Your Texture Artist Interview: 30 Common Questions and How to Answer Them

The best 3D Game Artist interview guide, put together by real hiring managers, with a question bank, recruiter tips, and sample answers

As a texture artist, your portfolio demonstrates your artistic talent and technical skills But to land your dream job, you also need to ace the interview by articulating your expertise effectively

Interviews can be daunting, especially when recruiters ask unexpected questions to throw you off guard. To help you get ready, I’ve compiled 30 of the most common texture artist interview questions along with sample responses.

This comprehensive guide covers both technical and behavioral questions to prepare you for any curveballs, Read on to get insights into how to present your skills confidently and clinch the role!

Technical Questions to Showcase Your Expertise

Technical interviews allow recruiters to assess your proficiency with tools and techniques for texture creation. Here are some frequent technical queries and how to approach them:

1. Walk me through your process for creating a texture from scratch.

This open-ended question tests your artistic approach and technical workflow. Structure your response to highlight your skills at each step:

  • Researching references
  • Building the base texture in Photoshop/Substance Painter
  • Layering details for realism
  • Optimizing and testing in game engines

Emphasize your creativity, problem-solving ability, and attention to detail.

2. What tools are you most comfortable with for texture work?

Rattle off your proficiency with key software like:

  • Photoshop for 2D texturing
  • Substance Painter/Designer for PBR materials
  • ZBrush for 3D sculpting and baking
  • Blender for UV unwrapping

For bonus points, mention your experience with game engines and 3D animation software relevant to the role.

3. How do you approach texturing different materials like metal, skin, or fabric?

Use this chance to demonstrate your artistic insight into material qualities:

  • Metal – Focus on reflections and smoothness
  • Skin – Layer color and bump maps for organic imperfections
  • Fabric – Mimic weave patterns and light interaction

Discuss your techniques for achieving realism like reference photos, shader use, and testing materials in different lighting.

4. What techniques do you use to create seamless, tileable textures?

This tests your understanding of texture optimization. Share examples of your expertise with:

  • Photoshop editing tools to hide seams
  • Tiling and repeating patterns in Substance Designer
  • UV unwrapping to minimize distortions

5. How do you maintain consistency across textures for a large project?

Convey your project management abilities through:

  • Creating style guides/mood boards
  • Using naming conventions and version control
  • Leveraging procedural methods for modifications
  • Regular cross-checking and testing

6. Explain your experience with UV mapping and unwrapping.

Illustrate your comfort with UV workflow – the foundation of 3D texturing:

  • UV layout – Strategic approach to minimizing distortions
  • Multi UV sets – Managing different maps
  • Software proficiency – Maya, Blender, etc.

7. How do you optimize textures for different devices and platforms?

Demonstrate awareness of:

  • Hardware limitations – memory, screen size, etc.
  • Optimization techniques – compression, mipmaps, simplification
  • Testing on target devices to fine-tune performance

8. Walk me through a complex texture you created and how you tackled it.

Pick an impressive texture from your portfolio that showcases your specialized skills. Explain your creative approach and complex techniques used, like:

  • Finding quality photo references
  • Layering procedural damage/grime
  • Integrating subtle realistic imperfections
  • Achieving the right balance of artistry and realism

9. How have you leveraged procedural texturing in your work?

Highlight your technical expertise with:

  • Using programs like Substance Designer
  • Noise, aging effects, material imitation
  • Efficiency, flexibility, easy iterations
  • Combining with hand-painted elements

10. How do you adapt your texturing approach for characters versus environments?

Convey your versatility:

  • Characters – Intricate materials, anatomy, poses
  • Environments – Cohesive mood, lighting, architecture

Discuss tackling their unique demands and enhancing the overall visual experience.

Behavioral Questions to Showcase Your Soft Skills

Beyond technical expertise, recruiters also want to assess your work ethic, mindset, and ability to thrive in a team. Here are some common behavioral queries and how to tackle them:

1. How do you handle feedback on your textures during the creative process?

Show you are open to constructive criticism through:

  • Active listening to understand perspectives
  • Willingness to iterate and improve
  • Focus on growth rather than ego

2. Tell me about a time you had to deliver textures under a tight deadline. How did you ensure quality?

Prove you can handle time pressure with smart strategies:

  • Prioritization of elements
  • Workflow optimization
  • Quick iterations based on feedback
  • Sacrificing non-essential details

Emphasize ultimately meeting aesthetic and performance standards.

3. What steps do you take to stay updated on advances in texture art?

Demonstrate passion for continuous learning:

  • Reading blogs, magazines
  • Attending conferences and webinars
  • Participating in online communities
  • Experimenting with new tools and techniques

4. How do you manage your texture workflow when juggling multiple projects?

Highlight project management strengths like:

  • Task prioritization
  • Dedicated focus periods
  • Clear communication
  • Smart time allocation

5. Can you recall a time you faced a creative block with a texture? What did you do to overcome it?

Prove your problem-solving ability:

  • Stepping away briefly
  • Gathering fresh references
  • Exploring new tools and methods
  • Seeking a coworker’s perspective

Emphasize perseverance and resourcefulness.

6. What strategies do you use to collaborate effectively with modelers, animators, and other team members?

Show you understand cross-departmental collaboration:

  • Frequent communication and feedback loops
  • Complementary workflows
  • Testing textures in context
  • Adjusting based on their needs

7. How do you approach giving constructive feedback to colleagues about their textures or models?

Explain your ability to critique sensitively:

  • Establish mutual respect
  • Focus criticism on work, not person
  • Offer specific, actionable suggestions
  • Check for understanding

8. How would you handle a disagreement about texture quality or style with a team member or supervisor?

Demonstrate conflict management skills:

  • Listen to their perspective
  • Find common ground
  • Compromise when possible
  • Involve other stakeholders if needed

Emphasize resolving issues professionally, never personally.

Take the Stress Out of Your Interview

With preparation and practice, you can tackle any texture artist interview question confidently. Keep these tips in mind:

  • Review your portfolio – Refresh yourself on past work to discuss

  • Research the company – Understand their style and projects

  • Prepare stories – Rehearse anecdotes that convey relevant skills

  • Anticipate technical questions – Brush up on software and techniques

  • Watch your pacing – Don’t rush responses, but don’t ramble

  • Ask smart questions – Inquire about growth opportunities

  • Explain your passion – Enthusiasm for texturing goes a long way

You’ve honed exceptional artistic abilities and technical expertise. Now it’s time to perfect your interview skills to turn texture dreams into a rewarding reality. You’ve got this!

Interview Questions on Lighting and Rendering

This question is meant to test how well you understand lighting principles and how they can be used in 3D game environments. I’d like to know if you can make lighting setups that look good and fit with the overall mood and atmosphere of the game. Explain the steps you take to make the lighting look real, such as using HDRIs, real-world light values, or bounce lighting. Talk about any challenges youve faced and how you overcame them. This demonstrates your problem-solving skills and your ability to adapt to different scenarios. — Lucy Stratham, Hiring Manager Example Answer: Putting together realistic lighting in a game world takes both technical know-how and artistic sense. I like to think of it as painting with light, where each source of light adds to the scene’s mood and atmosphere. In my experience, there are several key steps in achieving realistic lighting: 1. Look at examples from real life. To make lighting in a game world that seems real, you need to see how light works in real life. This means knowing how light affects different kinds of materials and how light affects the environment and atmosphere. 2. Use physically-based rendering (PBR) techniques. PBR techniques help make sure that lighting and materials behave in a consistent and realistic way. This is usually done by working with global illumination, reflections, and other advanced lighting features in game engines like Unreal and Unity. 3. Use the right types of lights and settings. Point lights, spotlights, and area lights are just a few of the different types of lights that can make a scene look more real. Understanding when and how to use each light type is crucial for achieving realistic lighting. 4. Balance technical and artistic concerns: It’s important to remember that game environments are art, even when you’re trying to make them look real. To make a visually engaging and immersive experience, it’s important to find a balance between the need for realism and the game’s overall vision and mood. I could see myself getting closer to realistic lighting by tweaking the lighting setup over and over again and working with my team to make sure that the lighting improves the overall game world and helps the story and gameplay goals.

Global illumination and baked lighting play a significant role in achieving realistic lighting in game environments. I ask this question to understand your experience with these techniques and your ability to optimize game performance. Tell us about your work with global illumination and baked lighting, including the game engines you’ve used and the projects you’ve been on. Describe any challenges youve faced in optimizing performance and how youve addressed them. This shows me that you know a lot about the technical side of lighting and can find a good balance between performance needs and visual quality. — Jason Lewis, Hiring Manager Example Answer: I’ve worked with global illumination and baked lighting in game engines like Unreal and Unity, and I’ve learned that they’re necessary to make lighting in a game world look real and work well. Global illumination (GI) is the process of simulating the indirect light bouncing and scattering throughout a scene. I have used both real-time GI tools, like Unity’s Enlighten or Unreal’s Light Propagation Volumes, and pre-baked GI tools, like lightmaps and light probes. Each method has its advantages and trade-offs in terms of performance and visual quality. When you use baked lighting, on the other hand, you compute and store lighting information in textures ahead of time. These textures can then be used on game assets. This method can greatly lower the runtime performance costs linked to doing complicated lighting calculations. This makes it perfect for making games run better on low-end hardware or mobile devices. In one project, I worked on a large open-world game where performance optimization was crucial. We were able to make a visually rich and dynamic environment that worked well on a wide range of hardware by using both baked lighting and light probes. Overall, working with global illumination and baked lighting has taught me how important it is to understand and use these methods to make lighting in a game world that looks real and works well.

Balancing performance and visual quality is a critical aspect of game development. When I ask this question, I want to know if you can find the best balance between making scenes that look great and keeping the performance at its peak. Explain your approach to finding this balance, such as using LODs, optimizing shadow quality, or baking lightmaps. Discuss any tools or techniques you use to monitor performance and make adjustments as needed. The fact that you can make visually appealing game worlds without sacrificing performance shows that you know the technical limits of game development. – Gerrard Wickert, Hiring Manager Sample Answer Finding the right balance between performance and visual quality is an important part of making games, especially when it comes to lighting. In my experience, there are several strategies I employ to find the right balance: 1. Optimizing light sources: I carefully think about how many dynamic lights I need in a scene and try to use as few as possible because they can have a big effect on performance. Instead, I often rely on baked lighting and light probes to achieve similar results with lower performance costs. 2. Using level of detail (LOD) techniques: I can keep the visual quality while lowering the performance impact of complex lighting calculations by making lower-resolution versions of assets and lighting information for faraway objects. 3. Changing shadow settings: Shadows can slow things down, so I try out different shadow resolutions, filtering methods, and draw distances to find the best balance between performance and quality. 4. Profiling and optimizing: I often use the profiling tools in game engines like Unreal and Unity to find lighting-related performance problems. This helps me make smart choices about where to put my resources and efforts to get the best visual impact. 5. Working with others: To find the best balance between performance and visual quality, you need to work closely with programmers, designers, and other artists. By sharing knowledge and techniques, we can collectively make informed decisions about optimizing the games lighting. By using these techniques and always being aware of how they affect performance, I can make lighting that looks great and works well on a lot of different hardware.

This question aims to gauge your technical knowledge and understanding of rendering techniques. If you want to be a 3D game artist, you need to know the pros and cons of each technique and be able to pick the best one for the job. How you explain these ideas may also show how well you can explain complicated ideas, which is very important when working with others. Just remember, its not a trick question, and Im not trying to catch you out. I want a short, clear explanation that shows you know what you’re talking about and can use what you know in real life. — Emma Berry-Robinson, Hiring Manager Example Answer: The way lighting and shading are calculated in a game engine is what makes forward and deferred rendering different. A quick look at each method: Forward rendering is the more traditional way to do things. In this method, every object in the scene is rendered in a single pass, and its lighting and shading are calculated as it goes. This means that the engine has to render the affected objects and figure out their shading for each dynamic light source in the scene. This can slow things down if there are a lot of them. Deferred rendering, on the other hand, separates the geometry and lighting calculations into multiple passes. The first thing the engine does is render the scene’s geometry. It then stores the material properties, like albedo, normal, and specular, in a group of textures known as the G-buffer. So, in a separate pass, the engine uses the data in the G-buffer to figure out how to light and shade each light source. This method makes it easier to work with many dynamic lights at once, since the shading calculations are only done once for each light, no matter how many objects it affects. In conclusion, forward rendering works better for scenes with fewer dynamic lights and is often used in mobile or VR apps because it needs less memory. On the other hand, deferred rendering works better in scenes with a lot of dynamic lights, but it needs more memory and bandwidth.

Lighting is an important part of game art because it can set the mood, make the game more fun, and draw the player’s attention to certain areas. When you answer this question, I want to know how you approach the creative side of lighting and if you know how to use it well. It’s not enough to know the techniques; you also need to know how to use them to set the right mood or atmosphere. Prepare to talk about examples from your portfolio or past work. This will help show that you have real-world experience and an artistic vision. – Gerrard Wickert, Hiring Manager Sample Answer: Creating lighting that changes with the mood is an important part of making a game world that feels real. In my experience, there are several techniques I use to achieve this: 1. Color grading and post-processing: I can change the mood or atmosphere of a scene by changing its color balance, contrast, and saturation. This makes the game look better overall. 2. Systems that change the time of day and the weather: Adding systems that change the lighting, like day-to-night cycles or weather systems, can make a game world feel more alive and real. 3. Using fog and volumetric lighting: Adding volumetric effects, such as god rays or atmospheric fog, can give a scene a sense of depth and atmosphere, which can improve the mood and look. 4. Animating lights and shadows: I can give a game world a sense of life and energy by giving light sources and shadows subtle movements. This improves the mood and atmosphere overall. 5. Emphasizing important landmarks and focal points: I can draw players’ attention to important areas or objects in the game world by carefully placing and adjusting light sources. This gives the game a sense of visual storytelling and narrative. By using all of these methods together and trying out new lighting setups all the time, I can make lighting that changes with the mood and makes the game more fun and memorable.

With this question, I want to see how well you can adapt your work to different platforms and technical limitations. For the best performance and picture quality on all devices, you need to know how to set up your lighting so that it works best on all of them. When you answer this question, you might want to talk about specific methods or strategies you’ve used before, like baking lightmaps or using LODs (Level of Detail). This will help show that youre aware of the challenges and have practical experience in overcoming them. – Lucy Stratham, Hiring Manager Sample Answer: Making sure that the lighting works well on all platforms is an important part of making games because it makes sure that the game runs smoothly and looks good on all of them. In my experience, there are several strategies I use to handle lighting optimization for different platforms: 1. Knowing the limits of the target platform: Every platform has its own limits, like the amount of memory it can hold, the graphics card it can use, and the screen resolution it can support. By understanding these constraints, I can make informed decisions about how to optimize the lighting for each platform. 2. Using features and optimizations that are specific to a platform: Game engines like Unity and Unreal often offer features and optimizations that are specific to a platform, such as shaders that work on mobile devices or rendering techniques that work only on consoles. By leveraging these features, I can tailor the lighting setup to the specific needs of each platform. 3. Changing the lighting setup based on performance needs: Depending on the platform I’m working on, I may have to change the lighting setup to put performance or visual quality first. To get the best balance for each platform, this may mean changing things like shadow resolution, light count, or global illumination quality. 4. Making lighting setups that are scalable and modular: I can keep the visual quality the same on all devices while improving performance by making lighting setups that are easy to scale up or down depending on the target platform. 5. Profiling and testing on target hardware: To make sure the lighting is perfect and the game runs smoothly, the game must be tested regularly on the target platforms and profiling tools must be used to find performance bottlenecks. Working closely with other team members and using these strategies, I can make sure that the lighting is perfect for all platforms and that everyone has a fun time playing the game.

Real-time ray tracing is a relatively new technology thats becoming more prevalent in game development. To be a good 3D game artist, you need to know about the newest technologies and be able to use them in your work. This question is meant to find out how familiar you are with this technology and how you’ve used it in your projects. It’s also a chance to show off any cutting-edge work you’ve done and show that you’re committed to keeping up with changes in your field. “Sample Answer” by Gerrard Wickert, Hiring Manager: I’ve worked with real-time ray tracing in Unreal Engine on a few projects, and it’s amazing how it can make the graphics and lighting of a game look so much better. It is more accurate than traditional rasterization methods to show how light bounces off surfaces and interacts with them in real time with ray tracing. I’ve worked with reflections, global illumination, and ambient occlusion in real-time ray tracing to make environments that feel real and immersive. But I also know that real-time ray tracing can be very hard on the computer’s hardware, so it’s important to think about how to use it and tweak the settings to get the best balance between performance and quality.

This question helps me figure out how well you can work with other artists and support a project’s overall goal. As a 3D game artist, your work should go well with the art direction and make it better, not against it or take away from it. When you answer this question, you might want to talk about how you handle communication and teamwork, as well as any specific methods or plans you use to make sure your work fits with the project’s larger artistic goals. — Steve Grafton, Hiring Manager Example Answer: I think it’s important to work closely with the art director and the rest of the art team to make sure that the lighting and rendering setup supports the game’s overall art direction. I can choose the best lighting, shaders, and post-processing effects that support the intended visual style if I know what the artist’s vision and goals are. Besides that, I enjoy making style guides and visual aids to help keep the game world consistent and unified. I also think it’s helpful to keep changing and improving the lighting setup as the project is being worked on. This way, I can incorporate team feedback and make changes to the settings as needed to get the look and feel I want.

Post-processing effects have a big effect on how a game looks and feels in the end, so it’s important for 3D Game Artists to know how to use them correctly. This question gives you a chance to show how well you know different post-processing methods and how they can be combined to create a certain look. When you answer, you might want to talk about the role of post-processing in your work and any effects that you find especially useful or important. This will help show that you can evaluate the visual parts of a game critically and creatively use your technical skills — Emma Berry-Robinson, Hiring Manager Sample Answer Post-processing effects are very important for getting the look you want because they let you tweak and improve the final rendered in a way that fits with the overall art direction. Some common post-processing effects include bloom, depth of field, color grading, and ambient occlusion, among others. I’ve found that these effects make a big difference in the mood, atmosphere, and overall look of a game world. For instance, color grading can help bring all the colors in a scene together and give it a unique look, while depth of field can draw attention to certain parts of the scene or give it a more cinematic look. By carefully choosing and adjusting post-processing effects, I can make a visually interesting and immersive experience that fits with the story and gameplay of the game.

As an interviewer, I want to see how technically knowledgeable you are about how to set up lighting and reflections in a game. This question is designed to see if you understand the importance of balancing performance with visual quality. To make a realistic and immersive environment while also getting the most out of the game, you need to know how to use reflection and light probes. When answering, focus on your experience with these tools and how you applied them in different situations. This will demonstrate your ability to adapt and problem-solve based on the projects specific requirements. Avoid being vague or generic when discussing your experience with reflection and light probes. Instead, be specific about the tools and techniques you used and how they improved the visual quality of the game world as a whole. This will show me that you not only know a lot about these tools but also have a good grasp of how they can be used in real life. Answer from Gerrard Wickert, Hiring Manager: Light probes and reflection probes are necessary to improve and optimize the lighting and reflections in a game environment. I like to think of reflection probes as pre-rendered cubemaps that show the environment and give objects that are affected by them rough reflections. To make and use reflection probes, I carefully place them in the scene to cover the most important reflection areas, like surfaces that are close to reflective ones or things made of high-spec materials. On the other hand, light probes are used to gather and combine information about indirect lighting for moving objects that don’t get baked lighting. By arranging light probes in a grid-like pattern across the scene, I can make sure that moving objects get smooth, accurate indirect lighting that fits their surroundings.

Interview Questions on Texturing and Materials

PBR is an important part of modern game art, and how well you know how to use it can be a big part of the hiring decision. I want to know how much you know about PBR workflows and how well you can use them to make realistic materials and textures. Your response should demonstrate your knowledge of PBR principles, tools, and techniques. If you don’t have much experience in this area, talk about any training you’ve had or plans you have to learn more about PBR workflows in the future. This will show that youre proactive and willing to adapt to industry standards. — Jason Lewis, Hiring Manager Example Answer: I have a lot of experience with PBR workflows for texturing, which are now the standard way to make materials in modern game engines look real and consistent. From what I’ve seen, PBR workflows involve making a set of texture maps that accurately show a material’s physical properties, like its color (albedo), roughness, metalness, and normal information. To work with PBR workflows, I need to know a lot about lighting and material properties. I also need to be good at using different texturing tools, like Substance Painter, Quixel Suite, or 2D editing software like Photoshop. Using PBR workflows, I can make materials that look realistic and behave consistently in different lighting conditions. This improves the game’s overall visual quality and immersion.

When I ask you this question, I want to see how tech-savvy you are and how well you can work with different game engines. Please let me know if you really understand shaders and how they can be used to make game worlds that look amazing. Your experience with different game engines can also indicate your versatility and willingness to learn new technologies. It’s important to be honest about your experience and show any projects or examples of how you’ve used shaders well. If you don’t have much experience, talk about any skills or knowledge that could be used in a different situation and say that you want to learn more. —Gerrard Wickert, Hiring Manager Example Answer: I’ve learned that a 3D Game Artist needs to be able to work with shaders in game engines like Unreal and Unity. When I worked on previous projects, I was able to make my own shaders to get certain visual effects or to make the game run faster. I’ve used both Unity’s ShaderLab and Unreal’s Material Editor to make different shaders, such as ones for realistic materials, stylized effects, and how things interact with the environment. One helpful comparison I like to use is that shaders are like the “paintbrushes” of a 3D game artist; they let us give players unique and beautiful experiences. From what I’ve seen, mastering shader development is necessary to push the limits of game art and make memorable gaming experiences.

This question helps me understand your approach to creating efficient and flexible assets for a game project. I’d like to know if you know how to make textures and materials that are easy to reuse and change for different game assets. Its essential to explain your process in detail and, if possible, provide examples from your previous work. Talk about the methods you use, like making textures that can be tiled, using masks, or using Substance Designer to make procedural materials. This shows me that youre resourceful and can contribute to a streamlined asset creation pipeline. A sample answer from Steve Grafton, the hiring manager: I like to think of the process of making textures that can be easily changed or customized for different game assets as building a modular texture library. The important thing is to make a base set of textures that are simple to combine, change, and use for different game assets. Using non-destructive workflows and procedural texturing techniques in programs like Substance Designer and Photoshop has worked really well for me. This method lets me make a lot of different versions of each base texture while keeping the style and quality the same. It was part of my job to make a lot of different game assets for a variety of settings. By making a modular texture library, we were able to quickly change and improve the textures of the assets. This saved us time and made sure that the game assets fit perfectly in the world of the game.

Consistency in art style is crucial for creating an immersive game experience. I want to know if you can keep a consistent visual language across different game assets and environments when I ask this question. Talk about how you make sure everything is consistent, such as by working closely with the art director, using style guides, or working from references. It’s also important to talk about any work you’ve done with the team; this shows that you can communicate well and work together to reach a common goal. — Steve Grafton, Hiring Manager Example Answer: It’s important to keep the art style the same throughout the game world if you want to make the experience feel immersive and complete. In my experience, there are several strategies to achieve this: 1. Set up a clear art direction. Before you start texturing, you should have a good grasp of the game’s visual language, such as its color palette, lighting, and general look. 2. Create a style guide: Making a style guide that lists the main elements of the game’s visual style can help artists make sure that all of their work follows the established art direction. 3. Use the same tools and workflow for texturing: Artists can keep all of their textures at the same level of quality and style by using the same tools and workflow, like Substance Designer or Photoshop. 4. Review and change textures on a regular basis: Reviewing and changing textures on a regular basis as the game world changes helps keep the art style consistent throughout the project. I get around potential inconsistencies by collaborating closely with my team and incorporating feedback from my colleagues. This helps me make sure that my textures match the overall style of the art and that the game world has the same look all over.

QnA: Thoughts on being a texture artist

FAQ

What is the career path of a texture artist?

Texture Artist career paths A texture artist can pursue various career paths. They can work as a 3D artist, lead artist, art director, or design director.

How do I prepare answers for artist interview questions?

Preparing answers for artist interview questions involves anticipating and practicing thoughtful responses to various topics that dive into your background, artistic practice, influences, career development, and more.

Should you become a texture artist?

Working as an artist can be a rewarding way to pursue your passion as a career. Texture artists provide important design elements to images, games, videos and animations. Learning about the role and discovering what the job requirements are can help you decide if a future as a texture artist is the best choice for your professional goals.

What is a texture artist?

A texture artist is a special effects artist who makes realistic or environment-specific textures for video games, animations, movies, television series, commercials or music videos. They often work with visual software tools to map photorealistic textures onto 3D objects.

What skills do texture artists need?

Most texture artists need to have excellent communication skills and be able to work with a team. Sometimes, the projects you complete have to follow someone else’s creative vision, or you might have to assist a team member on a specific assignment.

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