3D Modeling Materials & Texturing Flashcards
6 cards from real 3D Modeling practice questions. Tap to flip, then mark Knew It or Still Learning โ missed cards come back until you master them.
Read the first 6 3D Modeling Materials & Texturing flashcards as text
What is texture baking in 3D production?
Answer: Rendering lighting and surface details from a high-poly mesh onto a low-poly mesh's UV map
Texture baking transfers detail (normals, AO, color) from a high-resolution model onto a texture map for use on a low-poly version.
What is a Displacement map used for in 3D rendering?
Answer: Physically push geometry based on grayscale texture values at render time
A Displacement map actually moves surface geometry at render time based on pixel values, unlike Normal maps which only fake it.
In texturing, what does 'tiling' refer to?
Answer: Repeating a texture pattern across a surface multiple times
Tiling repeats a texture seamlessly across a surface, allowing small textures to cover large surfaces without stretching.
What is a Subsurface Scattering (SSS) shader used to simulate?
Answer: Light penetrating and scattering inside translucent materials like skin or wax
SSS simulates light entering a surface, scattering beneath it, and exiting at a different point, crucial for realistic skin rendering.
What resolution is commonly used for game-ready textures to balance quality and performance?
Answer: 2048x2048 (2K)
2K (2048x2048) textures are the standard balance between visual quality and GPU memory usage in modern game production.
What does the term 'texel density' refer to in game art production?
Answer: Uniform distribution of texture resolution per unit of world space across assets
Texel density measures how many texture pixels cover a unit of world space, ensuring consistent resolution across all game assets.