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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. The darkest color an object will ever be.






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






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






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






5. Polygons - NURBS - SubDs






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






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






8. The front - side - top views.






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






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






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






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






13. Scaling all directions at once.






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






15. A texture that was taken from a file.






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






17. Has specular - Fall off differs from Blinn






18. Modified shape to specular






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






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






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






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






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






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






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

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26. 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.






27. The 3D view of your shot.






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






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






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






31. The starting box where you add details needed.






32. Imitates theatrical spot light - Can be focused






33. Image or color that wraps around the model.






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






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






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






37. Has sepcular - Used for really shiny objects






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






39. Software written specifically for that studio.






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






41. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






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






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






49. The connection between a shader and texture.






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







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