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






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






3. The darkest color an object will ever be.






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

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






6. Modified shape to specular






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






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






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






10. A texture that was taken from a file.






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






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






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






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






15. The connection between a shader and texture.






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






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






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






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






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






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






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






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






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






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






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






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






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






29. Image or color that wraps around the model.






30. Defines where material is transparent - AKA Scalar Maps






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






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






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






34. The starting box where you add details needed.






35. Polygons - NURBS - SubDs






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






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






39. Scaling all directions at once.






40. The 3D view of your shot.






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






42. The front - side - top views.






43. Imitates theatrical spot light - Can be focused






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






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






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






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






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






49. Software written specifically for that studio.






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