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Test your basic knowledge |
Maya 3D Computer Modeling
Start Test
Study First
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. Software written specifically for that studio.
Proprietary Software
Naming Convention
Orthographic Cameras
Primitive Shapes
2. Image or color that wraps around the model.
Textures
Modeling Paradigms
NURBS
Title Safe
3. Shows you the resolution of your shot and the aspect ratio of your render cam.
Textures
Layered Shader
'Swimming' Texture
Resolution Gate
4. Imitates light bulb - Omni-directional light rays - Fog
Point Light
Right-Handed System
Naming Convention
Anisotropic
5. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Spot Light
Normals (Display>Polygons>Face Normals)
Area Light
Procedural Textures (2D and 3D)
6. Software that uses graphics to click on/buttons instead of typed commands.
Naming Convention
haders
NURBS
GUI (Graphical User Interface)
7. Includes translating - rotating - and scaling an object in (x -y -z).
Batch Rendering
Topology
Hierarchies
Transformations
8. Has specular - Fall off differs from Blinn
Orthographic Cameras
Non-Uniform Scaling
Phong and PhongE
Area Light
9. Something that shows how light will affect a model (Blinn - Lambert - etc.)
haders
Compositing
Nodes
'Swimming' Texture
10. Do alter silhouette edge of object - Require higher tesselation of surface
Displacement Maps
Ambient Light
Modeling Paradigms
Naming Convention
11. When you take all rendered images into a software and turn them into a single movie file.
Stencil Maps
World Origin
Compositing
Displacement Maps
12. Apply more than one material on object depending on transparency
Turnkey Software
Non-Uniform Scaling
Normals (Display>Polygons>Face Normals)
Layered Shader
13. Modified shape to specular
Anisotropic
Hierarchies
Batch Rendering
Ambient Setting on Shaders
14. The flow of how the edges are patterned around the model.
Polygons
Topology
'Swimming' Texture
Uniform Scaling
15. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Primitive Shapes
Orthographic Cameras
Point Light
Resolution Gate
16. A light that is being emitted in all directions.
NURBS
Point Lights
Procedural Textures (2D and 3D)
Turnkey Software
17. A small box so that the title doesn't get cut off.
Bump Maps
Title Safe
Normals (Display>Polygons>Face Normals)
Uniform Scaling
18. A light used to simulate sunlight and works by rotation.
Resolution Gate
Directional Light
Hierarchies
Light Linking
19. Scaling all directions at once.
Uniform Scaling
Non-Uniform Scaling
Refraction
Normals (Display>Polygons>Face Normals)
20. Combine color map with transparency map to create a label that can be applied to surface
Procedural Textures (2D and 3D)
Primitive Shapes
Stencil Maps
World Origin
21. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Polygons
Point Lights
GUI (Graphical User Interface)
Bump Maps
22. Polygons - NURBS - SubDs
Box Modeling
Point Light
Directional Light
Modeling Paradigms
23. A texture that was taken from a file.
Turnkey Software
File Textures
Blinn
Hierarchies
24. The front - side - top views.
Directional Light
Phong and PhongE
Ambient Setting on Shaders
Orthographic Cameras
25. 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.
Batch Rendering
Right-Handed System
haders
NURBS
26. Has sepcular - Used for really shiny objects
Normals (Display>Polygons>Face Normals)
Blinn
Proprietary Software
Orthographic Cameras
27. Apply more than one material on object depending on position of ramp
Directional Light
Ramp Shader
Stencil Maps
Area Light
28. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Resolution Gate
Refraction
Batch Rendering
'Swimming' Texture
29. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Batch Rendering
Box Modeling
NURBS
Directional Light
30. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Compositing
Hierarchies
Right-Handed System
Refraction
31. The starting box where you add details needed.
Right-Handed System
Orthographic Cameras
Box Modeling
Non-Uniform Scaling
32. Imitates theatrical spot light - Can be focused
Blinn
Spot Light
'Swimming' Texture
Anisotropic
33. The darkest color an object will ever be.
haders
Proprietary Software
Naming Convention
Ambient Setting on Shaders
34. Rendering (taking pictures of) a whole sequence or "batch" of images.
Polygons
GUI (Graphical User Interface)
Batch Rendering
Point Light
35. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Compositing
Nodes
Directional Light
World Origin
36. Naming all files in the same way so that they're easy to find.
Textures
Perspective Camera
Transparency Maps
Naming Convention
37. Made up of isoparms (edges) - controlled vertices - patches (faces).
World Origin
GUI (Graphical User Interface)
Blinn
NURBS
38. Mathematically most simple - No specular - Used for matte finishes
Polygons
Right-Handed System
Lambert
Area Light
39. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Right-Handed System
Reflection Maps
Displacement Maps
Nodes
40. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Resolution Gate
Anisotropic
Point Light
Normals (Display>Polygons>Face Normals)
41. Picking one arrow and scaling one direction at a time.
Point Light
Action Safe
Perspective Camera
Non-Uniform Scaling
42. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Light Linking
Layered Shader
Normals (Display>Polygons>Face Normals)
Directional Light
43. Off-the-shelf software that anyone uses.
Turnkey Software
Blinn
Displacement Maps
Naming Convention
44. A container that has either a shader - texture - etc.
Modeling Paradigms
Directional Light
Nodes
'Swimming' Texture
45. Defines where material is transparent - AKA Scalar Maps
Point Lights
Box Modeling
Transparency Maps
File Textures
46. The connection between a shader and texture.
Refraction
Shading Networks
Ambient Light
Polygons
47. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
48. The box where an important action must fit so that nothing gets cut off.
Action Safe
Stencil Maps
Nodes
Bump Maps
49. Imitates rectangular neon light source - Light comes out of source area
Bump Maps
Light Linking
Area Light
Nodes
50. Imitates fill light - Doesn't affect specular - Imitates bounced light
Directional Light
Normals (Display>Polygons>Face Normals)
Ambient Light
Topology