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 3D view of your shot.






2. Image or color that wraps around the model.






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






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






5. 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.






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

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






8. Has sepcular - Used for really shiny objects






9. Defines where material is transparent - AKA Scalar Maps






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






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






12. The starting box where you add details needed.






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






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






15. Software written specifically for that studio.






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






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






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






19. The connection between a shader and texture.






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






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






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






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






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






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






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






27. Modified shape to specular






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






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






30. Polygons - NURBS - SubDs






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






32. The darkest color an object will ever be.






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






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






35. Imitates theatrical spot light - Can be focused






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






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






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






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






40. Scaling all directions at once.






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






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






43. The front - side - top views.






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






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






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






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






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






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






50. Has specular - Fall off differs from Blinn