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. Image or color that wraps around the model.






2. Polygons - NURBS - SubDs






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






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






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






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






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






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






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






10. The connection between a shader and texture.






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






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






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






14. The starting box where you add details needed.






15. 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.






16. Has sepcular - Used for really shiny objects






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






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






19. Software written specifically for that studio.






20. The darkest color an object will ever be.






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






22. The 3D view of your shot.






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






24. Has specular - Fall off differs from Blinn






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






26. Modified shape to specular






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






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






29. Imitates theatrical spot light - Can be focused






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






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






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






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






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






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






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






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






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






39. The front - side - top views.






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






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






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






43. A texture that was taken from a file.






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






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






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






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

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48. Defines where material is transparent - AKA Scalar Maps






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






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