Test your basic knowledge |

Maya 3D Computer Modeling

Subject : it-skills
Instructions:
  • Answer 50 questions in 15 minutes.
  • If you are not ready to take this test, you can study here.
  • Match each statement with the correct term.
  • Don't refresh. All questions and answers are randomly picked and ordered every time you load a test.

This is a study tool. The 3 wrong answers for each question are randomly chosen from answers to other questions. So, you might find at times the answers obvious, but you will see it re-enforces your understanding as you take the test each time.
1. Made up of isoparms (edges) - controlled vertices - patches (faces).






2. Something that shows how light will affect a model (Blinn - Lambert - etc.)






3. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction






4. Combine color map with transparency map to create a label that can be applied to surface






5. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.






6. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels






7. The 3D view of your shot.






8. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.






9. A container that has either a shader - texture - etc.






10. Imitates rectangular neon light source - Light comes out of source area






11. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape






12. The connection between a shader and texture.






13. A texture that was taken from a file.






14. Has specular - Fall off differs from Blinn






15. Rendering (taking pictures of) a whole sequence or "batch" of images.






16. Shows you the resolution of your shot and the aspect ratio of your render cam.






17. When you take all rendered images into a software and turn them into a single movie file.






18. The box where an important action must fit so that nothing gets cut off.






19. A part of the software where you tell Maya that you only want certain lights to affect certain objects.






20. Do not alter silhouette edge of object - Implied texture






21. Imitates light bulb - Omni-directional light rays - Fog






22. The starting box where you add details needed.






23. Do alter silhouette edge of object - Require higher tesselation of surface






24. Defines where material is transparent - AKA Scalar Maps






25. A light used to simulate sunlight and works by rotation.






26. Software that uses graphics to click on/buttons instead of typed commands.






27. Scaling all directions at once.






28. Apply more than one material on object depending on position of ramp






29. Modified shape to specular






30. The front - side - top views.






31. Polygons - NURBS - SubDs






32. Image or color that wraps around the model.






33. Picking one arrow and scaling one direction at a time.






34. A black and white image that is used to give the illusion of a bumpy surface.






35. Software written specifically for that studio.






36. Imitates fill light - Doesn't affect specular - Imitates bounced light






37. The flow of how the edges are patterned around the model.






38. Where x - y - z all meet. (0 -0 -0) the very center of a shot.






39. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.






40. Has sepcular - Used for really shiny objects






41. Imitates theatrical spot light - Can be focused






42. A light that is being emitted in all directions.






43. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.






44. Mathematically most simple - No specular - Used for matte finishes






45. Naming all files in the same way so that they're easy to find.






46. Includes translating - rotating - and scaling an object in (x -y -z).






47. The darkest color an object will ever be.






48. When you don't parent 3D textures to the model properly and the object moves independently of its texture.

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49. Gesture thumb to right - index up - and middle towards you. Represents the axis: positive X is your thumb - positive Y is index finger - and middle finger is positive Z.






50. Apply more than one material on object depending on transparency