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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. Shows you the resolution of your shot and the aspect ratio of your render cam.
Resolution Gate
Textures
Shading Networks
Orthographic Cameras
2. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Normals (Display>Polygons>Face Normals)
Layered Shader
Nodes
Point Lights
3. Software written specifically for that studio.
Turnkey Software
Proprietary Software
Primitive Shapes
Perspective Camera
4. The connection between a shader and texture.
Shading Networks
Bump Maps
Hierarchies
GUI (Graphical User Interface)
5. Has sepcular - Used for really shiny objects
Non-Uniform Scaling
Layered Shader
Directional Light
Blinn
6. Software that uses graphics to click on/buttons instead of typed commands.
GUI (Graphical User Interface)
Modeling Paradigms
Blinn
Topology
7. Made up of isoparms (edges) - controlled vertices - patches (faces).
NURBS
Uniform Scaling
Point Light
Spot Light
8. Has specular - Fall off differs from Blinn
Compositing
Phong and PhongE
Lambert
Topology
9. Apply more than one material on object depending on transparency
Title Safe
Area Light
Non-Uniform Scaling
Layered Shader
10. Imitates theatrical spot light - Can be focused
Bump Maps
Spot Light
Action Safe
Nodes
11. Imitates light bulb - Omni-directional light rays - Fog
Textures
Phong and PhongE
Point Light
Refraction
12. Something that shows how light will affect a model (Blinn - Lambert - etc.)
haders
Blinn
Stencil Maps
Box Modeling
13. The darkest color an object will ever be.
Ambient Setting on Shaders
Title Safe
Normals (Display>Polygons>Face Normals)
Blinn
14. A light used to simulate sunlight and works by rotation.
Directional Light
Stencil Maps
Perspective Camera
Textures
15. Scaling all directions at once.
Turnkey Software
Action Safe
Uniform Scaling
Ambient Light
16. Off-the-shelf software that anyone uses.
Resolution Gate
Displacement Maps
File Textures
Turnkey Software
17. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Area Light
World Origin
Naming Convention
Title Safe
18. Imitates rectangular neon light source - Light comes out of source area
Lambert
Point Lights
Transparency Maps
Area Light
19. Apply more than one material on object depending on position of ramp
Ramp Shader
Point Lights
Proprietary Software
Modeling Paradigms
20. Mathematically most simple - No specular - Used for matte finishes
Transparency Maps
Lambert
GUI (Graphical User Interface)
NURBS
21. Do not alter silhouette edge of object - Implied texture
NURBS
'Swimming' Texture
Ramp Shader
Bump Maps
22. Image or color that wraps around the model.
Textures
Blinn
Resolution Gate
Lambert
23. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Title Safe
Reflection Maps
Batch Rendering
Turnkey Software
24. Modified shape to specular
Turnkey Software
Anisotropic
Modeling Paradigms
Textures
25. Rendering (taking pictures of) a whole sequence or "batch" of images.
Action Safe
Bump Maps
Spot Light
Batch Rendering
26. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Uniform Scaling
Turnkey Software
Procedural Textures (2D and 3D)
Topology
27. The flow of how the edges are patterned around the model.
Directional Light
Title Safe
Action Safe
Topology
28. A small box so that the title doesn't get cut off.
Procedural Textures (2D and 3D)
Phong and PhongE
Reflection Maps
Title Safe
29. A texture that was taken from a file.
File Textures
Topology
Lambert
Hierarchies
30. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
31. Naming all files in the same way so that they're easy to find.
Naming Convention
Perspective Camera
Textures
Shading Networks
32. When you take all rendered images into a software and turn them into a single movie file.
Resolution Gate
Blinn
Displacement Maps
Compositing
33. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Directional Light
Naming Convention
Point Light
Procedural Textures (2D and 3D)
34. Defines where material is transparent - AKA Scalar Maps
File Textures
Layered Shader
Transparency Maps
Directional Light
35. Imitates fill light - Doesn't affect specular - Imitates bounced light
Point Lights
Light Linking
Transformations
Ambient Light
36. The 3D view of your shot.
Ramp Shader
Normals (Display>Polygons>Face Normals)
Ray Tracing
Perspective Camera
37. Combine color map with transparency map to create a label that can be applied to surface
Transformations
GUI (Graphical User Interface)
Stencil Maps
Box Modeling
38. A light that is being emitted in all directions.
Layered Shader
Resolution Gate
Uniform Scaling
Point Lights
39. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Resolution Gate
Orthographic Cameras
Light Linking
Bump Maps
40. 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
Right-Handed System
Resolution Gate
Primitive Shapes
41. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Stencil Maps
Polygons
Compositing
Layered Shader
42. A container that has either a shader - texture - etc.
NURBS
Nodes
Primitive Shapes
Blinn
43. The front - side - top views.
Orthographic Cameras
Bump Maps
Directional Light
Layered Shader
44. Includes translating - rotating - and scaling an object in (x -y -z).
Shading Networks
Nodes
Modeling Paradigms
Transformations
45. The starting box where you add details needed.
Blinn
Phong and PhongE
Box Modeling
File Textures
46. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Primitive Shapes
Directional Light
Point Light
haders
47. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Proprietary Software
Ray Tracing
Hierarchies
Compositing
48. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Refraction
Point Lights
Resolution Gate
Normals (Display>Polygons>Face Normals)
49. Polygons - NURBS - SubDs
Reflection Maps
Orthographic Cameras
Non-Uniform Scaling
Modeling Paradigms
50. Do alter silhouette edge of object - Require higher tesselation of surface
Ambient Light
Displacement Maps
Right-Handed System
Ambient Setting on Shaders