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. Has sepcular - Used for really shiny objects






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






3. Has specular - Fall off differs from Blinn






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






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






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






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






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






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

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






11. The connection between a shader and texture.






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






13. The front - side - top views.






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






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






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






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






18. A texture that was taken from a file.






19. The starting box where you add details needed.






20. The 3D view of your shot.






21. Scaling all directions at once.






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






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






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






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






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






27. Defines where material is transparent - AKA Scalar Maps






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






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






30. Image or color that wraps around the model.






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






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






33. The darkest color an object will ever be.






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






35. Modified shape to specular






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






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






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






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






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






41. Imitates theatrical spot light - Can be focused






42. Polygons - NURBS - SubDs






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






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






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






46. 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.






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






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






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






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