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3DTEXTURINGSA2
| Question | Answer |
|---|---|
| M3 | |
| What projection ensures you start with a single uncut UV? | Camera-based |
| What shortcut key is used for the Unfold command? | Ctrl + U |
| What is the key principle when mapping organic shapes? | Break into basic shapes |
| What is the secret to mastering organic UVs? | Seeing the topology |
| Which approach is ideal if an object can be flattened with one cut? | Single-seam |
| What approach treats an arm like a tube? | Primitive approach |
| When should you use a relief cut? | To minimize distortion |
| Why would you use separate shells for a character’s ears? | Too much trouble |
| Relief cuts help fix red or blue distortion areas. | True |
| Standard seam placements interfere with the rigging workflow. | False |
| A cylinder cut is often used as a primitive approach for legs. | True |
| Clean topology is essential for easier UV mapping. | True |
| Organic shapes should never be broken into smaller logic shapes. | False |
| Professional artists never follow specific "seam patterns" | False |
| Mapping logic based on spheres or cylinders. | Primitive |
| Dividing a symmetrical object into two pieces. | Bilateral |
| Separating complex parts into distinct pieces. | Separate Shells |
| Function that spreads shells across 0-1 coordinates. | Layout |
| The Character should have a clean ________ before proceeding to UV Mapping. | Topology |
| Command used to flatten the cut UV shells. | Unfold |
| Which approach is best for symmetrical objects? | Bilateral Split |
| The crotch area must always be part of the torso. | False |
| It is ideal to keep UV shapes complex even if they are unrecognizable. | False |
| The first step in mapping is usually deleting existing UVs. | True |
| Using established seam patterns from films or games. | Referencing |
| Mapping logic based on spheres or cylinders. | Primitive |
| Body parts generally worked on first. | Center |
| What tool resets the UVs to a clean start? | Delete UVs |
| Separating hands from arms is a "separate shells" approach. | True |
| Tool that separates UV edges. | Cut |
| Cuts used to improve blue or red distortion map areas. | Relief Cuts |
| M4 | |
| What type of map is Ambient Occlusion? | Grayscale |
| What map controls the spread of specular highlights? | Roughness |
| What is the process of saving complex data into simpler files? | Baking |
| Which map is not contained in the ARM (ORM) map? | Opacity |
| What does black represent on an opacity map? | Transparent (0% Opacity) |
| What color space should be used for base color textures? | sRGB |
| Which category of texture maps uses albedo and roughness? | PBR |
| Which normal map format uses "Green down"? | DirectX |
| Displacement maps do not require a high amount of polygons. | False |
| DirectX and OpenGL normal maps can be used interchangeably by inverting the green channel. | True |
| Albedo and Diffuse maps represent the same fundamental concept. | True |
| Roughness 0.0 results in fuzzy, blurred reflections. | False |
| Texture baking can combine materials and lighting into one file. | True |
| Ambient occlusion adds shadows to crevices for realism. | True |
| Improved version of the Bump Map using RGB channels. | Normal |
| Map that controls micro-unevenness in metallic workflows. | Roughness |
| Grayscale map that creates an illusion of surface relief. | Bump |
| Map that defines if a surface is metallic or non-metallic. | Metalness |
| Map that displaces geometry based on grayscale values. | Displacement |
| Simulates emission of light by a material. | Emissive |
| Which map defines color without lighting or shading? | Albedo |
| Which map creates a physical change in the 3D geometry? | Displacement Map |
| A Bump Map changes the actual 3D mesh geometry. | False |
| Normal maps are RGB maps that store information for 3 axes | True |
| Map used to cut fabric or foliage textures. | Opacity |
| Color space required for data maps like Normal or Metallic. | Raw, Linear RGB |
| Map that adds shadows to occluded portions of an object. | Ambient Occlusion, AO |
| Baking optimizes scenes for real-time workflows like video games. | True |