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. The darkest color an object will ever be.






2. Software written specifically for that studio.






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






4. The front - side - top views.






5. The connection between a shader and texture.






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






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






8. The 3D view of your shot.






9. Has specular - Fall off differs from Blinn






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






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






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






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






14. Imitates theatrical spot light - Can be focused






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






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






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






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






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






20. Scaling all directions at once.






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






22. 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.






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






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






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






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






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






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






29. Image or color that wraps around the model.






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






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






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






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






34. A texture that was taken from a file.






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






36. Modified shape to specular






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

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






39. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






44. The starting box where you add details needed.






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






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






47. Has sepcular - Used for really shiny objects






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






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






50. Polygons - NURBS - SubDs