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






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






3. A texture that was taken from a file.






4. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






9. 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.






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






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






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






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






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






15. The starting box where you add details needed.






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






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






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






19. Polygons - NURBS - SubDs






20. The front - side - top views.






21. Image or color that wraps around the model.






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






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






24. Has sepcular - Used for really shiny objects






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






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






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






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

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29. The 3D view of your shot.






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






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






32. The darkest color an object will ever be.






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






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






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






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






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






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






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






40. Scaling all directions at once.






41. Imitates theatrical spot light - Can be focused






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






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






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






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






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






47. The connection between a shader and texture.






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






49. Modified shape to specular






50. Has specular - Fall off differs from Blinn