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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. Software written specifically for that studio.






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






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






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






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






6. The starting box where you add details needed.






7. Defines where material is transparent - AKA Scalar Maps






8. Imitates theatrical spot light - Can be focused






9. Has sepcular - Used for really shiny objects






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






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






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






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






14. The 3D view of your shot.






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






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






17. The darkest color an object will ever be.






18. Image or color that wraps around the model.






19. Scaling all directions at once.






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






21. A texture that was taken from a file.






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






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






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






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






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






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






28. The connection between a shader and texture.






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






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






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






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






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






34. The front - side - top views.






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






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






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






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






39. Modified shape to specular






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






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






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






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

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






45. Has specular - Fall off differs from Blinn






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






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






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






49. Polygons - NURBS - SubDs






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







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