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






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






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






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






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






6. Has specular - Fall off differs from Blinn






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






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






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






10. Scaling all directions at once.






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






12. Modified shape to specular






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






14. Polygons - NURBS - SubDs






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






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






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






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






19. The 3D view of your shot.






20. The starting box where you add details needed.






21. Imitates theatrical spot light - Can be focused






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






23. The connection between a shader and texture.






24. The darkest color an object will ever be.






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






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






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






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






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






30. A texture that was taken from a file.






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






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






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






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






35. Has sepcular - Used for really shiny objects






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

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37. 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.






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






39. Software written specifically for that studio.






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






41. Image or color that wraps around the model.






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






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






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






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






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






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






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






49. Defines where material is transparent - AKA Scalar Maps






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







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