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. Imitates theatrical spot light - Can be focused






2. Modified shape to specular






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






4. Defines where material is transparent - AKA Scalar Maps






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






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






7. Has specular - Fall off differs from Blinn






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






9. The 3D view of your shot.






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






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






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






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






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






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






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






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






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






19. 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.






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






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

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






23. The front - side - top views.






24. The starting box where you add details needed.






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






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






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






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






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






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






31. The connection between a shader and texture.






32. Has sepcular - Used for really shiny objects






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






34. The darkest color an object will ever be.






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






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






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






38. Image or color that wraps around the model.






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






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






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






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






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






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






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






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






47. Scaling all directions at once.






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






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






50. Software written specifically for that studio.