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






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






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






4. Imitates theatrical spot light - Can be focused






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






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






7. Has specular - Fall off differs from Blinn






8. 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.






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






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






11. The darkest color an object will ever be.






12. Scaling all directions at once.






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






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






15. The 3D view of your shot.






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






17. A texture that was taken from a file.






18. Modified shape to specular






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






20. Has sepcular - Used for really shiny objects






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






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






23. Image or color that wraps around the model.






24. Polygons - NURBS - SubDs






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

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






27. Software written specifically for that studio.






28. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






34. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels






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






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






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






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






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






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






41. The starting box where you add details needed.






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






43. The front - side - top views.






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






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






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






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






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






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






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







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