Poly Modeling / UV Editing
Drawing / Animation
Lights / Cameras
Materials / Maps
Rigging / Skin Binding
100

A basic unit in 3D modeling, defined by a series of vertices, edges, and faces, forming the building blocks of 3D models.

Polygon or Face

100

A background containing 3 different vanishing points is said to be in __________ - point perspective.

3

100

A light source that emits light uniformly in all directions from a single point in space.

Point Light

100

A technique that simulates the appearance of surface irregularities through the use of a "fake" texture map effect.

Bump Map

100

The process of creating a digital skeleton (rig) for a 3D model, enabling movement and animation.

Rigging

200

A continuous loop of connected edges in a 3D model, used for defining and controlling the flow of geometry.

Edge Loop

200

A technique in perspective drawing where objects appear shorter than their actual length due to the angle of view.

Foreshortening

200

A focused and directional light source with a cone-shaped illumination, allowing precise control over the lit area.

Spotlight

200

A texture map that creates a "fake bump effect" but with the object's normals, creating the illusion of finer surface detail without modifying geometry.

Normal Map

200

A point in a digital skeleton (rig) where two or more connected segments meet, allowing for articulation and movement.

Joint

300

The graphical interface used to cut, sew, map, unfold, etc... an object's texture map.

UV Editor

300

The process of 3D rigging, then moving a character and recording each pose to create an animated sequence is called:

3D Animation / Puppet Animation

300

A lighting setup consisting of key, fill, and backlight, providing a balanced illumination for a 3D scene.

3 Point Lighting

300

A texture map that modifies the actual geometry of a 3D model, moving vertices to create detailed surface relief.

Displacement Map

300

A set of user-defined controls that simplifies the manipulation of a complex character rig.

Rig Control

400

Within UV Mapping, the process of flattening the 3D model's surface onto a 2D plane, providing a canvas for texture artists.

UV Unwrapping

400

Panel used in Maya to add extra animation detail on top of the already existing animation.

Animation Layers

400

The window in Autodesk Maya displaying the scene from the perspective of the active camera.

Viewport

400

Material used to render most objects that will be compatible with Arnold Renderer.

aiStandardSurface

400

Assignments of influence between joints and vertices in a skinned 3D model, determining how much each joint affects specific vertices.

Skin Weights

500

Isolated sections of a UV map representing different parts of a 3D model, normally each corresponding to a specific texture.

UV Shells

500

When animating a character with a tail or long flexible body (snake), you may want to create a rig that includes what type of IK control?

IK Spline 

500

The range within which objects are visible in the camera view, determined by the resolution set for render settings.

Resolution Gate

500

Attribute on a aiStandardSurface material which allows for transparency.

Transmission

500

A method of visually assigning skin weights to vertices in a 3D model, using colors to represent influence strength.

Weight Painting