Test your basic knowledge |

Maya 3D Computer Modeling

Subject : it-skills
Instructions:
  • Answer 50 questions in 30 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. A light used to simulate sunlight and works by rotation.






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


3. The starting box where you add details needed.






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






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






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






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






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






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






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






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






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






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






14. The 3D view of your shot.






15. Polygons - NURBS - SubDs






16. Has sepcular - Used for really shiny objects






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






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






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






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






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






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






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






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






25. Software written specifically for that studio.






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






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






28. Image or color that wraps around the model.






29. Has specular - Fall off differs from Blinn






30. The connection between a shader and texture.






31. Imitates theatrical spot light - Can be focused






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






33. A texture that was taken from a file.






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






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






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






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






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






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






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






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






42. 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.






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






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






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






46. The darkest color an object will ever be.






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






48. Defines where material is transparent - AKA Scalar Maps






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






50. Modified shape to specular






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