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






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






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






4. The front - side - top views.






5. The connection between a shader and texture.






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






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






8. Software written specifically for that studio.






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






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






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






12. Imitates theatrical spot light - Can be focused






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






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






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






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






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






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






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






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






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






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






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






24. Has sepcular - Used for really shiny objects






25. The 3D view of your shot.






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






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






28. 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.






29. Polygons - NURBS - SubDs






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






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






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

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34. Defines where material is transparent - AKA Scalar Maps






35. Scaling all directions at once.






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






37. Has specular - Fall off differs from Blinn






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






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






40. A texture that was taken from a file.






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






42. The darkest color an object will ever be.






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






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






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






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






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






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






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






50. Image or color that wraps around the model.