3d prelim L2 Flashcards

1
Q

Edit Mode is the main mode where modeling takes place. Edit Mode is used to edit the following types of objects:

A

Meshes
Curves
Surfaces
Metaballs
Text objects
Lattice

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2
Q

Modes used in modeling

A

Object mode
Sculpt Mode
Object Mode

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3
Q

Supports basic operations such as object creation, joining objects, managing shape
keys, and UV/color layers.

A

Object mode

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4
Q

A mode for editing an object’s shape (vertices/edges/faces for meshes, control points for curves/surfaces, points/strokes for Grease Pencil, etc.).

A

Edit mode

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5
Q

Provides an alternative toolset for editing an object’s shape (only for meshes).

A

Sculpt Mode

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6
Q

With meshes, everything is built from three basic structures: vertices, edges and faces.

A

Structures:

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7
Q

The most elementary part of a mesh is the vertex, a single point or position in 3D space and are represented in the 3D Viewport in Edit Mode as small dots.

A

Vertices

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8
Q

always connects two vertices by a straight line and the “wires” you see when you look at a mesh in a wireframe view. They are usually invisible on the rendered image. They are used to construct faces.

A

Edges

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9
Q

used to build the actual surface of the object. They are what you see when you render the mesh. If this area does not contain a face, it will simply be transparent or nonexistent in the rendered image.

A

face

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10
Q

it the loops

A

Topology

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11
Q

are an important concept, especially in organic (subsurface) modeling and character animation. When used correctly, they allow you to build models with relatively few vertices that look very natural
when used as subdivision surfaces and deform very well in animation.

A

Edge Loops

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12
Q

In face select mode, holding Alt while selecting an edge selects a loop of faces that are connected in a line end-to-end, along their opposite
edges.

A

face loops

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13
Q

A common object type used in a 3D scene is a mesh. Blender comes with a number of
“______” mesh shapes from which you can start modeling. You can also add ____ in Edit Mode at the 3D cursor.

A

Primitives

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14
Q

Primitives contents

A

Plane
Cube
Circle
UV Sphere
Icosphere

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15
Q

a single quad face, which is composed of four vertices, four edges, and one face. It is like a piece of paper lying on a table; it is not a three-dimensional object because it is flat and has no thickness.

A

Plane

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16
Q

contains eight vertices, twelve edges, and six faces, and is a three-dimensional object. Objects that can be created out of cubes include dice, boxes, or crates.

A

Cube

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17
Q

set of Vertices, The number of vertices that define the circle or polygon. And Fill Type, Set how
the circle will be filled.

A

Circle

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18
Q

is made out of quad faces and a triangle fan at the top and bottom.
It can be used for texturing.

A

UV Sphere

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19
Q

a polyhedral sphere made up of triangles. Icospheres are normally used to achieve a more isotropical layout of vertices than a UV sphere, in other words, they are uniform in every direction.

A

Icosphere

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20
Q

3 types of select in Toolbar | Mesh Edit Mode tools:

A

Select Box
Select Circle
Select Lasso

21
Q

Mesh Edit Mode tools:

A

Cursor
Move
Rotate
Scale
Transform
Annotate
Measure
Add Cube
Extrude Region
Inset Faces
Bevel
Loop Cut
Knife

22
Q

Change the location of the 3D Cursor.

A

Cursor

23
Q

Translation tool.

A

Move

24
Q

Rotation tool.

A

Rotate

25
Q

Scale tool or Scale Cage, Change the scale of an object by controlling its cage.

A

Scale

26
Q

Tool to adjust the object’s translation, rotations, and scale.

A

Transform

27
Q

Draw free-hand annotation. Sets of annotated Lines, Polygon, and Eraser

A

Annotate

28
Q

calculate distances in the scene.

A

Measure

29
Q

Interactively add a cube mesh object. A set of add cubes are added Cone, Cylinder, UV
Sphere, and Icosphere.

A

Add Cube

30
Q

Extend the selected region together freely or along an axis.

A

Extrude Region

31
Q

add selected faces.

A

Inset Faces

32
Q

Create a bevel from the selected elements.

A

Bevel

33
Q

Create a knife cut in the mesh. Press enter to confirm the cut.

A

Knife

33
Q

Create a loop cut along the mesh. Or Offset Edge Loop Cut Add two edge loops on either
side of selected loops.

A

Loop Cut

34
Q

Extrusion tools duplicate vertices, while keeping the new geometry connected with the original vertices. Vertices are turned into edges and edges will form faces.

A

Extrude Region

35
Q

by default along their averaged normal. The extrusion can be limited to a single axis by
specifying an axis; see Axis Locking.

A

Faces are extruded

36
Q

Interactively places new vertices with Ctrl-RMB at the mouse cursor position.

A

Extrude to Cursor

36
Q

This tool is very similar to Extrude Faces but enables Dissolve Orthogonal Edges by default. This causes the tool to automatically split and remove adjacent faces when extruding inwards.

A

Extrude Manifold

37
Q

If you have two vertices selected and already connected with an edge, Ctrl-RMB click will create a planar face, also known as a quad. Blender will follow your mouse cursor and will use the planar view from your viewport to create those quads.

A

Creating Faces

37
Q

This tool splits a loop of faces by inserting new
edge loops intersecting the chosen edge.

A

Loop Cut

38
Q

tool uses many built operators in an interactive
way to add, delete, or move geometry. This is extremely useful for retopology.

A

Poly Build

39
Q

Only displays the edges of the objects in the scene.

A

Wireframe

40
Q

This mode utilizes the Workbench Render Engine to render the 3D Viewport. It shows solid geometry but uses simplified shading and lighting without the use of shader nodes.

A

Solid

41
Q

Render the 3D Viewport with EEVEE and an HDRI environment. This mode is particularly suited for previewing materials and painting textures.

A

Material Preview

42
Q

Render the 3D Viewport using the scene’s Render Engine, for interactive rendering. This gives you a preview of the final result, including scene lighting effects.

A

Rendered

43
Q

Selection Modes in edit mode

A

Vertex
Edge
Face

44
Q

In this mode vertices are shown as points. Selected vertices are displayed in orange,
unselected vertices in black, and the active or last selected vertex in white.

A

Vertex

45
Q

In this mode the vertices are not shown. Instead the selected ____ are displayed in orange,
unselected edges black, and the active or last selected edge in white.

A

Edge

46
Q

In this mode the ____ are displayed with a selection point in the middle which is used for selecting a ___. Selected faces and their selection point are displayed in orange, unselected faces are displayed in black, and the active or last selected face is highlighted in
white.

A

Face