3D Modeling Flashcards
7 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 7 3D Modeling flashcards as text
What is 'photogrammetry' in the context of 3D modeling?
Answer: A technique that uses photographs from multiple angles to reconstruct a 3D model
Photogrammetry uses overlapping photos of a real object or environment to compute a detailed 3D mesh and texture through software algorithms.
Which type of 3D projection is commonly used in game engines because it preserves parallel lines and has no perspective distortion?
Answer: Orthographic projection
Orthographic projection displays objects at true scale regardless of depth, making it useful for isometric games and technical modeling views.
In 3D modeling, what is a 'manifold mesh'?
Answer: A watertight mesh where every edge is shared by exactly two faces with no holes or non-manifold geometry
A manifold (watertight) mesh has no open edges, holes, or geometry errors, which is required for 3D printing and many simulation workflows.
What does 'instancing' mean in a 3D scene?
Answer: Placing multiple references to a single mesh in the scene without duplicating its geometry data
Instancing references one mesh multiple times in memory, dramatically reducing RAM usage and improving performance for repeated objects like trees or rocks.
What is 'UV seam placement' best practice when texturing a character's head?
Answer: Place seams along hairlines, ears, and the back of the head where they will be least visible
Seams placed in hidden or less-visible areas minimize visible texture distortion or seam lines in the final rendered result.
In sculpting software like ZBrush, what is a 'DynaMesh' used for?
Answer: Remeshing the entire sculpt at a uniform polygon density to allow unrestricted sculpting without topology constraints
DynaMesh redistributes polygons evenly across the entire sculpt at any moment, preventing polygon stretching when adding major new forms.
What is the purpose of a 'render pass' in 3D production?
Answer: Separating different visual elements (shadows, reflections, diffuse) into individual image layers for compositing
Render passes output individual lighting and shading components as separate image files, giving compositors fine-grained control in post-production.