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MVR1023 - Simulation Modelling 1 (SEM2135)

Total questions: 10

Worksheet time: 20mins

Name
Class
Date
1.

What is N-gon?

a)

N-gons is a surface which consists of 4 edges or vertices.

b)

N-gons is a surface which consists of 3 edges or vertices.

c)

N-gons is a surface which consists of more than 4 edges or vertices.

d)

N-gons is a surface which consists of less than 4 edges or vertices.

2.

Based on the image, which options for the primitive object's input should you adjust to achieve a similar result when using Maya software?

a)

Subdivision Height

b)

Subdivision Axis

c)

Subdivision Caps

d)

Radius

3.

Why is it not encouraged for a 3D model to have N-gons?

a)

N-gons will cause the topology of the model looks more neater and professional.

b)

N-gons will cause the model to be very low poly.

c)

N-gons will cause better deformation of the model.

d)

N-gons will cause a lot of issues when deforming the model.

4.

What is the definition of UV in the 3D modelling process?

a)

It is the various types of projections to map the texture on the 3D model.

b)

It’s a two-dimensional texture coordinates that reside with the vertex component information for polygonal and subdivision surface meshes.

c)

It’s a three-dimensional sculpting that is being applied to adjust the vertex component information for polygonal and subdivision surface meshes.

d)

It’s a process of painting the two-dimensional texture using 2D software.

5.

The image shows another factor to decide on the polygon distribution. Which artistic consideration does the image refer to?

a)

Silhouette

b)

Negative and Positive space

c)

Edge detailing

d)

Bevel

6.

Why is UV unwrapping an important process in 3D modelling?

a)

To be able to apply the standard shader inside the 3D software.

b)

To achieve a low quality of texture representations based on real objects.

c)

To achieve a high-level accuracy on the texture representations based on real objects.

d)

To be able to lose all of the controls over the texture details.

7.

Based on one of the artistic considerations that you have learned, why is it good to use polys to enhance the richness or interest of the negative space?

a)

It makes the asset faster to render and has less computing power to use.

b)

It makes the asset more interesting and the polys have more impact in game.

c)

It makes the asset to be UV unwrapped easily.

d)

It makes the asset to be less interesting and the polys have no visual impact in game.

8.

Based on the Narrative and Character for artistic consideration, What does it mean to consider your polygon distribution from largest to smallest when modelling game assets?

a)

To ensure the polygon rendering speed.

b)

To look for the smallest 3D objects inside the environment and prioritize those before moving to the bigger 3D objects.

c)

To look for both large and small 3D objects inside the environment and distribute the polygon consistently for both.

d)

To look for the largest 3D objects inside the environment and prioritize those before moving to the smaller 3D objects.

9.

What is the purpose of the Beveled Edges (modelling) for artistic considerations?

a)

To create a low poly 3D model with a less detailed edge.

b)

To create a high poly 3D model with a more detailed edge.

c)

It hardens the edges of an object in a way that makes them look like real-life and less like computer graphics.

d)

It softens the edges of a 3D object in a way that makes them look more like real-life and less like computer graphics.

10.

Referring to the image, what should you observe on a real-life object when working on the “edge detailing” of a 3D model?

a)

Edges of the object in real life adapt the texture resolution based on the distance.

b)

Edges of objects in real life will only be influenced by human interactions with the objects.

c)

Edges of objects in real life tend to show different characteristics from other parts of the surface.

d)

Edges of the object in real life show no characteristics regardless of the location of the object.