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. 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.






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






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






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






5. Modified shape to specular






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






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






8. The darkest color an object will ever be.






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






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






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






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






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






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






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






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

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17. A texture that was taken from a file.






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






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






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






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






22. Imitates theatrical spot light - Can be focused






23. Has specular - Fall off differs from Blinn






24. Scaling all directions at once.






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






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






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






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






29. Defines where material is transparent - AKA Scalar Maps






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






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






32. The 3D view of your shot.






33. The connection between a shader and texture.






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






35. The front - side - top views.






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






37. Has sepcular - Used for really shiny objects






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






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






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






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






42. The starting box where you add details needed.






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






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






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






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






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






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






49. Polygons - NURBS - SubDs






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