Quality Control & Assurance Flashcards
7 cards from real 3D Modeling practice questions. Tap to flip, then mark Knew It or Still Learning — missed cards come back until you master them.
Read the first 7 Quality Control & Assurance flashcards as text
What does 'watertight' mean in the context of 3D mesh quality?
Answer: The mesh has no holes, open edges, or non-manifold geometry
A watertight mesh is fully closed with no gaps, making it suitable for 3D printing and simulation.
Which tool in most 3D software helps identify faces with zero area or zero-length edges?
Answer: Mesh Cleanup / Clean Up Geometry
Mesh cleanup tools automatically detect and remove degenerate geometry like zero-area faces and zero-length edges.
What is the purpose of checking 'face normals' during QA of a 3D model?
Answer: To ensure all faces point in the correct direction for proper shading and rendering
Flipped normals cause surfaces to appear invisible or incorrectly shaded in renders and game engines.
A client reports that a character model looks fine in the viewport but has dark artifacts in renders. What is the most likely cause?
Answer: Smoothing group or normal map conflicts
Smoothing group errors or baked normal map misalignment commonly produce dark render artifacts not visible in real-time viewports.
What does 'scale not applied' on an object typically cause in a game engine?
Answer: Physics, lighting, and collision calculations behaving unexpectedly
Non-applied transforms confuse engine calculations that rely on world-space dimensions being baked into the mesh.
Which polygon count metric is most relevant when evaluating a model for a mobile game?
Answer: Triangle count as rendered by the GPU
GPUs render triangles, and mobile hardware has strict triangle budgets, making tri count the critical metric.
What is a 'T-junction' artifact in mesh QA, and why is it problematic?
Answer: A vertex on an edge that is not shared by adjacent polygons, causing rendering cracks
T-junctions leave gaps between polygons because the vertex is not connected to the neighboring face, causing visible cracks at render time.