MART 420 – Introduction to 3D Animation & Modeling I Midterm 1. Right-clicking on an object bring up the: 2. Orthographic views contain no perspective – parallel lines always remain parallel. 3. In a default four-view layout, the four default views are: 4. The view manipulation tool that doesn’t work in an orthographic view is: 5. Except in rare cases, when extruding faces you want “keep faces together”: 6. NURBS models are essentially rectangular patches deformed into the desired shape. 7. When polygonal modeling, it’s best to start out with a highly detailed shape so you have more vertices and faces to work with. 8. A common practice in polygonal character modeling is to model only half the character and mirror the geometry to complete the model. 9. Even in single-mesh characters, eyes are usually modeled as separate elements. 10. The NURBS function that creates a shape by connecting two curves is: 11. NURBS surfaces create smooth geometry with very few points 12. To create a sharp edge on a Sub-D object, we use 13. UV mapping is the only way to change the surface color of a model 14. UV shells can be “sewn” together to create larger contiguous shapes for mapping purposes. 15. UV maps can be created before models are smoothed. 16. Models can be smoothed either before or after blend shapes are created; it makes no difference at all. 17. Before beginning rigging your character, you should: 18. You should begin your character’s skeleton at: 19. To get joints into place, you should: 20. The purpose of the end joint in a chain is to:
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