Section 3 Flashcards

Learn EVERYTHING!

1
Q

What is a “Lean Production Pipeline”?

A

The process of sharing early unfinished work with developers throughout the production process to be sure that you are creating assets that suit their needs.

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2
Q

What is the default scale that Blender offers?

A

Blender Units

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3
Q

What is the approximate measurement of a Blender Unit?

A

1 meter.

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4
Q

Can you customize the measurement units in Blender?

A

Yes you can work in metric or imperial from 1” to 1 km.

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5
Q

Where do you find the option for setting the parameters of your grid floor?

A

Properties Panel/N under ‘Display’.

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6
Q

If you have scaled your object to a small size where you cannot zoom in enough to view the object, how do you solve the issue?

A

Reset the zoom: View - View Selected/.

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7
Q

What happens if you make your object too small?

A

You will not be left with enough material to create a model.

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8
Q

How do you reset the zoom function?

A

View - View Selected/. (period on num pad is the shortcut.

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9
Q

Why is it usually best to work in Blender Units rather than a custom scale?

A

Because when you customize the scale, you might be creating assets that cannot be used in other projects because they won’t match in scale.

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10
Q

Can you make notes about your model in Blender?

A

Yes. Choose Text Editor from the main Properties Panel

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11
Q

Which works best: One large model that contains all information or multiple models.

A

If a model is very detailed and large then multiple models for each layer of detail will work best.

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12
Q

What are the two ways of importing a Background image into Blender?

A
  1. Drag and drop image from folder into the 3D Editor.

2. On the Properties Panel/N scroll to Background image. Choose Add Image.

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13
Q

Do you need to be in Perspective View Orthographic View to see a background image?

A

Orthographic View

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14
Q

Where do you find the controls to adjust the scale, location, rotation of a loaded background image?

A

In the Properties Panel/N under the Background Image tab.

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15
Q

What are Bezier Curves?

A

Bezier Curves are mathematical vector curves that can be scaled infinitely with no loss of detail.

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16
Q

When using Bezier Curves, is it better to have more or less points to create a functional curve?

A

As few as possible to create smooth lines and minimize file size.

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17
Q

What are the 3 ways of switching to Bezier Curve Mode?

A
  1. Tool Shelf/T under ‘Create’ choose Bezier Curve.
  2. Shift + A. same as dding an object but choose ‘Curve’ instead of ‘Mesh’.
  3. The ‘Add’ menu is the same menu as Shift + A. (but in reverse for some reason).
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18
Q

Why would you want to be sure your Tool Shelf/T is open when you add a Bezier Curve?

A

To access the Operator Panel which is only visible until you create changes in your curve.

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19
Q

When you create a new Bezier Curve, you want to choose ‘Align to view’ in the Operator Panel. Why?

A

This will allow you to constrain the curve to 2D. You can create 3D curves but would not always want this.

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20
Q

Does a newly created Bezier Curve show up in the Outliner Panel?

A

Yes

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21
Q

How do you select, move and place a point on a Bezier Curve?

A

LMB to select and move. RMB to place. (like all else in Blender).

22
Q

If you have chosen ‘Align to View’ for your curve so that you are editing on only 2 axis, how do you maintain the position of the axis you do not want to edit?

A

Properties Panel/N and change the coordinate that you want to remain static to 0. Then choose ‘Global’ rather than ‘Local’ settings? (Local is the default.)

23
Q

How do you move handles on Bezier Curves.

A

LMB to select and move. RMB to place. (like all else in Blender).

24
Q

How do you add a vertex control point to your Curve?

A

LMB to select the last point of the curve. Ctrl & RMB to add a new vertex.

25
Q

How do you convert a Bezier Curve into a Mesh object?

A

Object - Convert to/Alt + C - Mesh from Curve/Meta/Surf/Text

26
Q

How do you convert a Bezier Curve to a Mesh object without losing the original Bezier Curve?

A

Got to the Operator Panel (Underneath Tool Shelf/T) and check the box that says; “Keep original.”

27
Q

What happens in the Outliner Panel when you choose ‘Keep original’?

A

You will see two items instead of one. The original Bezier curve and the Mesh that was created from the original Bezier Curve.

28
Q

What is the key command for Spin?

A

Alt + R

29
Q

Where do you find the adjustments to control the ‘Spin’ of your mesh to create what you want?

A

In the Operator Panel below the Tool Shelf/T.

30
Q

There are 4 options in the Spin Operator. The first one is Steps. What does the Steps option do?

A

Determines the amount of detail in your Wireframe.

31
Q

This option determines the angle from 0 to 360 degrees. It is the _____ option.

A

Angle

32
Q

How would you use the Center option if you wanted your object to be at the exact center of all axis?

A

X,Y,Z = 0

33
Q

Where do you find the Materials Panel?

A

On the main Properties Panel. Icon has a wrench on it..

34
Q

Do you add Materials in Object Mode or Edit Mode?

A

Both. Object Mode to set up your Materials and apply to your model. Edit Mode to assign the Material to the selected areas.

35
Q

Is there a limit to how many materials you can add to one model?

A

No. Until you crash your computer.

36
Q

If your Materials Panel doesn’t look right, what should you check?

A

The rendering engine. Should be ‘Blender Render’.

37
Q

Can you export and utilize a .blend file in any other program?

A

Yes. Specifically the game engine Unity.

38
Q

Which is ‘Leanest’? When your target package ‘Live Reads’ your .blend file? Or, when you export your model as a .fbx, .stl file?

A

Live Read.

39
Q

Which option would you choose from the Tool Shelf/T if you wanted to smooth your model without adding extra geometry?

A

Under “Shading” choose “Smooth”. Also referred to as ‘Smooth Shading’.

40
Q

What is a Collider Mesh?

A

An invisible wireframe that fits outside of your model containing only convex lines.

41
Q

What is the purpose of a Collider Mesh?

A

The collider mesh is needed for Unity (and other) software that has specific requirements because without the mesh the program cannot recognize an asset as being solid.

42
Q

What is the maximum number of vertices your Collider Mesh can have?

A

May vary by program but for Unity 256

43
Q

Do you make your Collider mesh in the same file as your model or is it a separate file?

A

Must be an entirely separate file!

44
Q

How do you make your mesh Convex?

A

Mesh - Vertices/Ctrl + V - Convex
or;
Hit the space bar to bring up search and type ‘Convex Hull’

45
Q

What is the Decimate Modifier used for?

A

To remove vertices while maintaining some of the original structure. (eg. a convex shape that has enough width and height to contain the original model).

46
Q

What does the Modifier icon look like and where is it located?

A

The wrench icon in the main Properties Panel. (Sometimes needs to be dragged to the left to see all options).

47
Q

Will the Decimate Modifier work if ‘Smooth Shading’ is turned on?

A

No.

48
Q

What are the 3 Primitives that you can choose from if you want to create a sphere?

A
  1. UV Sphere
  2. Ico Sphere
  3. Cube
49
Q

Which Sphere Type is made up of rings and segments?

A

UV Sphere.

50
Q

Which modifier would you use if you were creating a Sphere from a cube?

A

The Subdivision Surface Modifier.

51
Q

What is the differernce between an Ico Sphere and a UV Spere?

A

The Ico Sphere is made up of triangles and a UV Sphere is made up of lines and segments.