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. The connection between a shader and texture.






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






3. Polygons - NURBS - SubDs






4. The darkest color an object will ever be.






5. Has sepcular - Used for really shiny objects






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






7. The starting box where you add details needed.






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






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






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






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






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






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






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






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






16. Modified shape to specular






17. A texture that was taken from a file.






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






19. Software written specifically for that studio.






20. Scaling all directions at once.






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






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






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






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






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






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






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

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28. Has specular - Fall off differs from Blinn






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






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






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






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






33. The 3D view of your shot.






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






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






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






37. Imitates theatrical spot light - Can be focused






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






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






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






41. Defines where material is transparent - AKA Scalar Maps






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






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






44. 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.






45. The front - side - top views.






46. Image or color that wraps around the model.






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






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






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






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