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Test your basic knowledge |
Maya 3D Computer Modeling
Start Test
Study First
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. The front - side - top views.
NURBS
Directional Light
Orthographic Cameras
Textures
2. Picking one arrow and scaling one direction at a time.
Naming Convention
Non-Uniform Scaling
Bump Maps
Textures
3. The box where an important action must fit so that nothing gets cut off.
Action Safe
Transformations
Hierarchies
Layered Shader
4. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Stencil Maps
Directional Light
Phong and PhongE
Blinn
5. 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.
Right-Handed System
Bump Maps
Directional Light
Displacement Maps
6. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Light Linking
Refraction
haders
Turnkey Software
7. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Bump Maps
Hierarchies
Ray Tracing
Orthographic Cameras
8. Includes translating - rotating - and scaling an object in (x -y -z).
Point Light
Blinn
Point Lights
Transformations
9. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Turnkey Software
Transformations
Bump Maps
Refraction
10. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
File Textures
Normals (Display>Polygons>Face Normals)
Ambient Light
Layered Shader
11. Mathematically most simple - No specular - Used for matte finishes
Lambert
Proprietary Software
Point Lights
Displacement Maps
12. Naming all files in the same way so that they're easy to find.
Naming Convention
Nodes
Right-Handed System
Hierarchies
13. Imitates theatrical spot light - Can be focused
Transformations
Spot Light
Shading Networks
Procedural Textures (2D and 3D)
14. Combine color map with transparency map to create a label that can be applied to surface
Resolution Gate
Stencil Maps
Proprietary Software
Topology
15. A small box so that the title doesn't get cut off.
Polygons
Title Safe
Reflection Maps
Directional Light
16. Apply more than one material on object depending on transparency
World Origin
Naming Convention
Layered Shader
Box Modeling
17. Defines where material is transparent - AKA Scalar Maps
Directional Light
Area Light
Box Modeling
Transparency Maps
18. Software written specifically for that studio.
Proprietary Software
Modeling Paradigms
Title Safe
Bump Maps
19. Do not alter silhouette edge of object - Implied texture
Bump Maps
Directional Light
Directional Light
Transparency Maps
20. Software that uses graphics to click on/buttons instead of typed commands.
Naming Convention
GUI (Graphical User Interface)
Light Linking
Proprietary Software
21. The flow of how the edges are patterned around the model.
Right-Handed System
Primitive Shapes
Topology
haders
22. Off-the-shelf software that anyone uses.
Turnkey Software
Light Linking
Perspective Camera
Batch Rendering
23. Do alter silhouette edge of object - Require higher tesselation of surface
Ramp Shader
Displacement Maps
Turnkey Software
Layered Shader
24. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Procedural Textures (2D and 3D)
Point Light
Proprietary Software
'Swimming' Texture
25. A light used to simulate sunlight and works by rotation.
Perspective Camera
Directional Light
Polygons
Uniform Scaling
26. Imitates rectangular neon light source - Light comes out of source area
haders
Proprietary Software
Procedural Textures (2D and 3D)
Area Light
27. Imitates light bulb - Omni-directional light rays - Fog
NURBS
Point Light
File Textures
Procedural Textures (2D and 3D)
28. Polygons - NURBS - SubDs
Resolution Gate
Modeling Paradigms
Title Safe
Non-Uniform Scaling
29. A texture that was taken from a file.
Shading Networks
File Textures
Point Lights
Right-Handed System
30. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Bump Maps
Area Light
Right-Handed System
Primitive Shapes
31. The darkest color an object will ever be.
Modeling Paradigms
Turnkey Software
Ambient Setting on Shaders
File Textures
32. Modified shape to specular
Textures
Hierarchies
Naming Convention
Anisotropic
33. Imitates fill light - Doesn't affect specular - Imitates bounced light
Shading Networks
Batch Rendering
Displacement Maps
Ambient Light
34. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Box Modeling
haders
Uniform Scaling
Primitive Shapes
35. When you take all rendered images into a software and turn them into a single movie file.
Refraction
Transparency Maps
Right-Handed System
Compositing
36. A black and white image that is used to give the illusion of a bumpy surface.
Point Lights
Bump Maps
Ray Tracing
Point Light
37. Shows you the resolution of your shot and the aspect ratio of your render cam.
Normals (Display>Polygons>Face Normals)
Polygons
Resolution Gate
Reflection Maps
38. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Layered Shader
Polygons
NURBS
Shading Networks
39. Has sepcular - Used for really shiny objects
Perspective Camera
Area Light
Blinn
Hierarchies
40. Image or color that wraps around the model.
Right-Handed System
Point Light
Modeling Paradigms
Textures
41. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Turnkey Software
Non-Uniform Scaling
Reflection Maps
Hierarchies
42. The 3D view of your shot.
Transformations
Compositing
Perspective Camera
Bump Maps
43. A light that is being emitted in all directions.
Primitive Shapes
Layered Shader
Modeling Paradigms
Point Lights
44. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Stencil Maps
World Origin
Shading Networks
Point Lights
45. Made up of isoparms (edges) - controlled vertices - patches (faces).
GUI (Graphical User Interface)
Phong and PhongE
NURBS
Spot Light
46. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
47. The connection between a shader and texture.
Compositing
Lambert
Shading Networks
Ray Tracing
48. The starting box where you add details needed.
Proprietary Software
Topology
Ambient Light
Box Modeling
49. Has specular - Fall off differs from Blinn
Right-Handed System
Non-Uniform Scaling
Phong and PhongE
Directional Light
50. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Title Safe
Hierarchies
Orthographic Cameras
Polygons