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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. Made up of isoparms (edges) - controlled vertices - patches (faces).
Action Safe
Directional Light
NURBS
Bump Maps
2. Do not alter silhouette edge of object - Implied texture
Shading Networks
Blinn
Bump Maps
Title Safe
3. Scaling all directions at once.
Naming Convention
Box Modeling
Uniform Scaling
Action Safe
4. Imitates rectangular neon light source - Light comes out of source area
Area Light
Bump Maps
Textures
Turnkey Software
5. Imitates light bulb - Omni-directional light rays - Fog
Naming Convention
Point Light
haders
Topology
6. 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.
Procedural Textures (2D and 3D)
Non-Uniform Scaling
Right-Handed System
Title Safe
7. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
8. 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)
Anisotropic
Transparency Maps
Primitive Shapes
9. Includes translating - rotating - and scaling an object in (x -y -z).
GUI (Graphical User Interface)
Transformations
Bump Maps
NURBS
10. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
NURBS
Area Light
Stencil Maps
Light Linking
11. The front - side - top views.
Phong and PhongE
Refraction
Orthographic Cameras
Directional Light
12. Modified shape to specular
Anisotropic
GUI (Graphical User Interface)
Perspective Camera
File Textures
13. The flow of how the edges are patterned around the model.
Resolution Gate
Topology
Ramp Shader
Modeling Paradigms
14. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Ray Tracing
Refraction
Non-Uniform Scaling
Modeling Paradigms
15. Rendering (taking pictures of) a whole sequence or "batch" of images.
Batch Rendering
Textures
Normals (Display>Polygons>Face Normals)
GUI (Graphical User Interface)
16. Software that uses graphics to click on/buttons instead of typed commands.
Procedural Textures (2D and 3D)
haders
GUI (Graphical User Interface)
Ambient Setting on Shaders
17. Has sepcular - Used for really shiny objects
Reflection Maps
Blinn
Ramp Shader
Transformations
18. Polygons - NURBS - SubDs
Box Modeling
Modeling Paradigms
Refraction
Bump Maps
19. Apply more than one material on object depending on transparency
Modeling Paradigms
Refraction
Nodes
Layered Shader
20. The starting box where you add details needed.
Box Modeling
Textures
Polygons
File Textures
21. Imitates fill light - Doesn't affect specular - Imitates bounced light
Modeling Paradigms
Ambient Light
Anisotropic
haders
22. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Resolution Gate
Reflection Maps
Proprietary Software
Point Lights
23. The connection between a shader and texture.
Bump Maps
Shading Networks
Layered Shader
Lambert
24. Software written specifically for that studio.
Hierarchies
Right-Handed System
Reflection Maps
Proprietary Software
25. Naming all files in the same way so that they're easy to find.
Action Safe
Naming Convention
Refraction
Turnkey Software
26. Apply more than one material on object depending on position of ramp
NURBS
Area Light
Ramp Shader
Ray Tracing
27. The darkest color an object will ever be.
Ambient Setting on Shaders
Orthographic Cameras
Procedural Textures (2D and 3D)
Point Light
28. A light that is being emitted in all directions.
Title Safe
Topology
Point Lights
Perspective Camera
29. Picking one arrow and scaling one direction at a time.
Blinn
Non-Uniform Scaling
Stencil Maps
Orthographic Cameras
30. The box where an important action must fit so that nothing gets cut off.
Reflection Maps
NURBS
Action Safe
Stencil Maps
31. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Topology
Polygons
Directional Light
Shading Networks
32. Combine color map with transparency map to create a label that can be applied to surface
Reflection Maps
Directional Light
Naming Convention
Stencil Maps
33. Has specular - Fall off differs from Blinn
Title Safe
Compositing
Phong and PhongE
Hierarchies
34. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Primitive Shapes
Lambert
Nodes
NURBS
35. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Point Light
haders
Stencil Maps
Non-Uniform Scaling
36. Mathematically most simple - No specular - Used for matte finishes
Lambert
Point Light
Light Linking
Refraction
37. Shows you the resolution of your shot and the aspect ratio of your render cam.
Polygons
Resolution Gate
Normals (Display>Polygons>Face Normals)
Point Lights
38. When you take all rendered images into a software and turn them into a single movie file.
Compositing
Bump Maps
File Textures
Perspective Camera
39. A small box so that the title doesn't get cut off.
Uniform Scaling
Stencil Maps
Displacement Maps
Title Safe
40. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Compositing
Bump Maps
Hierarchies
Ramp Shader
41. The 3D view of your shot.
Action Safe
GUI (Graphical User Interface)
Turnkey Software
Perspective Camera
42. Off-the-shelf software that anyone uses.
Turnkey Software
Action Safe
Perspective Camera
Hierarchies
43. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Displacement Maps
File Textures
Directional Light
Point Light
44. Imitates theatrical spot light - Can be focused
Spot Light
NURBS
Ray Tracing
Non-Uniform Scaling
45. A container that has either a shader - texture - etc.
Directional Light
Title Safe
Nodes
Uniform Scaling
46. Do alter silhouette edge of object - Require higher tesselation of surface
Phong and PhongE
Point Lights
Ambient Setting on Shaders
Displacement Maps
47. Defines where material is transparent - AKA Scalar Maps
Light Linking
Shading Networks
Point Lights
Transparency Maps
48. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
World Origin
Area Light
Ramp Shader
Light Linking
49. A light used to simulate sunlight and works by rotation.
GUI (Graphical User Interface)
Directional Light
Bump Maps
Displacement Maps
50. A black and white image that is used to give the illusion of a bumpy surface.
Box Modeling
Bump Maps
Batch Rendering
World Origin
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