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