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






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






3. The 3D view of your shot.






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






5. Modified shape to specular






6. The starting box where you add details needed.






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






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






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






10. The connection between a shader and texture.






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






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






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






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






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






16. Image or color that wraps around the model.






17. 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.






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






19. The front - side - top views.






20. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






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






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






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






29. The darkest color an object will ever be.






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






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






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






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






34. Has specular - Fall off differs from Blinn






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






36. Software written specifically for that studio.






37. Polygons - NURBS - SubDs






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






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






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






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






42. Imitates theatrical spot light - Can be focused






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






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






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






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






47. A texture that was taken from a file.






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






49. Scaling all directions at once.






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

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