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. Has specular - Fall off differs from Blinn






2. A small box so that the title doesn't get cut off.






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






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






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






6. The 3D view of your shot.






7. The front - side - top views.






8. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.






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






10. Polygons - NURBS - SubDs






11. Image or color that wraps around the model.






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






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






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






15. Made up of isoparms (edges) - controlled vertices - patches (faces).






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






17. Software written specifically for that studio.






18. The starting box where you add details needed.






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






20. Has sepcular - Used for really shiny objects






21. 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.






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






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






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






25. Off-the-shelf software that anyone uses.






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






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






28. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important






29. Defines where material is transparent - AKA Scalar Maps






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






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






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






33. Imitates theatrical spot light - Can be focused






34. A texture that was taken from a file.






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






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






37. Scaling all directions at once.






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






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






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

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






42. The connection between a shader and texture.






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






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






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






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






47. The darkest color an object will ever be.






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






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






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