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






2. The darkest color an object will ever be.






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






4. 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.






5. Image or color that wraps around the model.






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






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






8. Modified shape to specular






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






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






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






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






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






14. Polygons - NURBS - SubDs






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






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






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






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






19. Has sepcular - Used for really shiny objects






20. Scaling all directions at once.






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






22. Imitates theatrical spot light - Can be focused






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






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






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






26. The starting box where you add details needed.






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






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






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






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






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






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






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






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






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

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






37. A texture that was taken from a file.






38. The 3D view of your shot.






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






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






41. The front - side - top views.






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






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






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






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






46. The connection between a shader and texture.






47. Has specular - Fall off differs from Blinn






48. Defines where material is transparent - AKA Scalar Maps






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






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