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