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. Scaling all directions at once.






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






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






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






5. A texture that was taken from a file.






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






7. The front - side - top views.






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






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






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






11. 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.






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

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13. The connection between a shader and texture.






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






15. Has specular - Fall off differs from Blinn






16. Defines where material is transparent - AKA Scalar Maps






17. Image or color that wraps around the model.






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






19. Modified shape to specular






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






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






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






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






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






25. Imitates theatrical spot light - Can be focused






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






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






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






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






30. Polygons - NURBS - SubDs






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






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






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






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






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






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






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






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






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






40. Has sepcular - Used for really shiny objects






41. The darkest color an object will ever be.






42. The starting box where you add details needed.






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






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






45. Software written specifically for that studio.






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






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






48. The 3D view of your shot.






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






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