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






2. The connection between a shader and texture.






3. The starting box where you add details needed.






4. Software written specifically for that studio.






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






6. Scaling all directions at once.






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






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






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






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






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






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






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






14. 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.






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






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






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






18. A texture that was taken from a file.






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






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






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






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






23. Imitates theatrical spot light - Can be focused






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






25. Image or color that wraps around the model.






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






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






28. Polygons - NURBS - SubDs






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






30. The front - side - top views.






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






32. Modified shape to specular






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






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






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






36. Defines where material is transparent - AKA Scalar Maps






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






38. Has sepcular - Used for really shiny objects






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






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






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






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






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






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






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

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






47. The 3D view of your shot.






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






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






50. Has specular - Fall off differs from Blinn