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. Has sepcular - Used for really shiny objects






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






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






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






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






6. The front - side - top views.






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






8. Has specular - Fall off differs from Blinn






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






10. The darkest color an object will ever be.






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






12. Imitates theatrical spot light - Can be focused






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






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






15. Image or color that wraps around the model.






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






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






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






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

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






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






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






23. The 3D view of your shot.






24. Defines where material is transparent - AKA Scalar Maps






25. A texture that was taken from a file.






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






27. 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.






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






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






30. Software written specifically for that studio.






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






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






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






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






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






36. The starting box where you add details needed.






37. Scaling all directions at once.






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






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






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






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






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






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






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






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






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






47. Modified shape to specular






48. The connection between a shader and texture.






49. Polygons - NURBS - SubDs






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