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