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






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






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






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






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






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






7. A texture that was taken from a file.






8. Software written specifically for that studio.






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






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






11. The connection between a shader and texture.






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






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






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






15. Has specular - Fall off differs from Blinn






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






17. Imitates theatrical spot light - Can be focused






18. Polygons - NURBS - SubDs






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






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






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






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






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






24. The darkest color an object will ever be.






25. 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.






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






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






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






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






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






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






32. The 3D view of your shot.






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






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






35. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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. The front - side - top views.






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






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






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






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






46. Has sepcular - Used for really shiny objects






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






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






49. Modified shape to specular






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