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






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






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






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






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






6. The starting box where you add details needed.






7. The 3D view of your shot.






8. Has sepcular - Used for really shiny objects






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






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






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






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






13. Has specular - Fall off differs from Blinn






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






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






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






17. Polygons - NURBS - SubDs






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






19. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






25. The connection between a shader and texture.






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






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






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






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






30. Software written specifically for that studio.






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






32. Scaling all directions at once.






33. The darkest color an object will ever be.






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






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






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






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






38. The front - side - top views.






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






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






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






42. A texture that was taken from a file.






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






44. Modified shape to specular






45. 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.






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

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






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






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






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