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Quality Control & Assurance Flashcards

7 cards from real 3D Modeling practice questions. Tap to flip, then mark Knew It or Still Learning — missed cards come back until you master them.

Read the first 7 Quality Control & Assurance flashcards as text
  1. What does 'watertight' mean in the context of 3D mesh quality?

    Answer: The mesh has no holes, open edges, or non-manifold geometry

    A watertight mesh is fully closed with no gaps, making it suitable for 3D printing and simulation.

  2. Which tool in most 3D software helps identify faces with zero area or zero-length edges?

    Answer: Mesh Cleanup / Clean Up Geometry

    Mesh cleanup tools automatically detect and remove degenerate geometry like zero-area faces and zero-length edges.

  3. What is the purpose of checking 'face normals' during QA of a 3D model?

    Answer: To ensure all faces point in the correct direction for proper shading and rendering

    Flipped normals cause surfaces to appear invisible or incorrectly shaded in renders and game engines.

  4. A client reports that a character model looks fine in the viewport but has dark artifacts in renders. What is the most likely cause?

    Answer: Smoothing group or normal map conflicts

    Smoothing group errors or baked normal map misalignment commonly produce dark render artifacts not visible in real-time viewports.

  5. What does 'scale not applied' on an object typically cause in a game engine?

    Answer: Physics, lighting, and collision calculations behaving unexpectedly

    Non-applied transforms confuse engine calculations that rely on world-space dimensions being baked into the mesh.

  6. Which polygon count metric is most relevant when evaluating a model for a mobile game?

    Answer: Triangle count as rendered by the GPU

    GPUs render triangles, and mobile hardware has strict triangle budgets, making tri count the critical metric.

  7. What is a 'T-junction' artifact in mesh QA, and why is it problematic?

    Answer: A vertex on an edge that is not shared by adjacent polygons, causing rendering cracks

    T-junctions leave gaps between polygons because the vertex is not connected to the neighboring face, causing visible cracks at render time.