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DMU - Kahoot 3D Quiz Third Years

Total questions: 20

Worksheet time: 7mins

Name
Class
Date
1.

How many tris does this Cube have?

a)

8

b)

6

c)

12

d)

18

2.

Why do we disable SRGB on Channel Packed maps in Unreal Engine?

a)

To save on memory

b)

To make the red channel (Ambient Occlusion) more prominent

c)

Performance boost in engine

d)

To remove colour correction (e.g. Roughness)

3.

Which of these is not a standard primitive in 3DSMax?

a)

Tube

b)

Hexagon

c)

Torus

d)

Cone

4.

What is a vertice?

a)

Smoothing group data

b)

XYZ coordinates of points in a mesh

c)

A surface of a mesh

5.

What are smoothing groups? (3DSMax)

a)

Groups of Polygons connected to form a smooth surface

b)

Groups of Vertices connected to form a smooth surface

c)

Groups of Tris connected to form a smooth surface

6.

How would you add depth to a eye mesh? (Pick 2)

a)

Make geometry to push in

b)

Tesselation

c)

Parallax Occlusion

d)

Scale the entire eye mesh

7.

How are hair cards made?

a)

Through high poly sculpting to low poly baking

b)

Stealing normals to cards

c)

Baking a variety of hair strands to cards

8.

Which of the following should be scaled up on a UV sheet for characters?

a)

FACE

b)

EYES

c)

BODY

d)

WEAPON

9.

What does subsurface scattering do in Unreal Engine?

a)

Apply PBR lighting to characters

b)

Scatter light through a mesh (e.g. skin or plants)

c)

Apply subsurface smoothing to hair strands

10.

What benefit do facial loops provide for character meshes?

a)

Cheaper topology

b)

Easier UV Unwrap

c)

Better deformation when posed/animated

11.

What is a TRIM sheet?

a)

A sheet of reusable, (usually horizontally tiling) texture data for meshes

b)

A seamless tileable texture sheet

c)

A foliage texture sheet

12.

What is a modular kit?

a)

A set of steps to construct buildings procedurally

b)

A set of highly reusable pieces (usually buildings) that attach together to build more complex structures.

c)

A arrangment of finalised meshes aka asset zoo

d)

Another term for decals

13.

What type of texture would be used for the walls of this Water Mill?

a)

TILEABLE

b)

TRIM

c)

DECAL

d)

UNIQUE SCULPT NORMALS

14.

What are hero assets?

a)

Repeatable sets of meshes for constructing structures

b)

Meshes made for heroic characters

c)

Objects of key focus and higher detail in a scene

d)

Optimisation variants of denser meshes

15.

What is greyboxing in games?

a)

Creation of collision meshes for blocking and boxing purposes

b)

The untextured lighting preview in Unreal Engine

c)

Scene blockouts using primitives for compositional and lighting experimentation

16.

What is a Master Material in Unreal Engine?

a)

A material instance of a complex material

b)

A material with highly editable parameters for instancing

c)

A material function

d)

A material from Starter Content

17.

How would you move a mesh using only shaders?

a)

You will need to rig it first

b)

Using Base Colour masks

c)

Using Parallax Occlusion

d)

Using World Position Offset (WPO) masks

18.

What does the colour white mean in the Shader Complexity Viewmode?

a)

Shader is extemely expensive!

b)

Shader is not loaded or missing from geometry

c)

Shader is very cheap

d)

Shader is corrupted in viewport

19.

What is Parallax Occlusion in games?

a)

Subdivides geometry and pushes vertices using a height map

b)

Uses Ambient Occlusion to manipulate vertices

c)

Camera based depth on a texture using the height channel

d)

A cheaper more optimised method of ambient occlusion

20.

What are LODS in Games?

a)

Live texture streaming budget tools that monitor performance

b)

Another term for instancing in engine (loaded mesh actors)

c)

Level of detail meshes that pop in at a distance to improve performance