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






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






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






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






5. A texture that was taken from a file.






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






7. Scaling all directions at once.






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






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






10. The connection between a shader and texture.






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






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






13. Has sepcular - Used for really shiny objects






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






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






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






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






18. The front - side - top views.






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






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






21. Modified shape to specular






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






23. Defines where material is transparent - AKA Scalar Maps






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






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






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






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

Warning: Invalid argument supplied for foreach() in /var/www/html/basicversity.com/show_quiz.php on line 183


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






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






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






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






32. The starting box where you add details needed.






33. Has specular - Fall off differs from Blinn






34. The 3D view of your shot.






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






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






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






38. Image or color that wraps around the model.






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






40. 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.






41. The darkest color an object will ever be.






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






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






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






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






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






47. Imitates theatrical spot light - Can be focused






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






49. Polygons - NURBS - SubDs






50. Software written specifically for that studio.