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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. A black and white image that is used to give the illusion of a bumpy surface.
Primitive Shapes
Bump Maps
GUI (Graphical User Interface)
Turnkey Software
2. Imitates light bulb - Omni-directional light rays - Fog
Lambert
Phong and PhongE
Point Light
Uniform Scaling
3. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Phong and PhongE
Modeling Paradigms
World Origin
Ray Tracing
4. Off-the-shelf software that anyone uses.
Stencil Maps
Reflection Maps
Lambert
Turnkey Software
5. Includes translating - rotating - and scaling an object in (x -y -z).
Transformations
Shading Networks
Transparency Maps
Ramp Shader
6. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Reflection Maps
Compositing
Bump Maps
Transparency Maps
7. Something that shows how light will affect a model (Blinn - Lambert - etc.)
haders
Ramp Shader
Layered Shader
Directional Light
8. Naming all files in the same way so that they're easy to find.
Naming Convention
Topology
World Origin
Box Modeling
9. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Directional Light
haders
Uniform Scaling
Light Linking
10. A small box so that the title doesn't get cut off.
Ambient Setting on Shaders
Ambient Light
Transparency Maps
Title Safe
11. The front - side - top views.
Hierarchies
Refraction
Naming Convention
Orthographic Cameras
12. The 3D view of your shot.
Phong and PhongE
Directional Light
Perspective Camera
World Origin
13. Shows you the resolution of your shot and the aspect ratio of your render cam.
Uniform Scaling
Hierarchies
Resolution Gate
Modeling Paradigms
14. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Box Modeling
Polygons
Proprietary Software
Blinn
15. Image or color that wraps around the model.
Spot Light
GUI (Graphical User Interface)
Batch Rendering
Textures
16. A texture that was taken from a file.
Non-Uniform Scaling
Light Linking
File Textures
Nodes
17. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
File Textures
Primitive Shapes
Reflection Maps
Title Safe
18. 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.
Action Safe
Stencil Maps
Layered Shader
Right-Handed System
19. The connection between a shader and texture.
Hierarchies
Polygons
Shading Networks
Primitive Shapes
20. A container that has either a shader - texture - etc.
Topology
Nodes
haders
Naming Convention
21. Software written specifically for that studio.
Proprietary Software
Procedural Textures (2D and 3D)
Stencil Maps
Action Safe
22. Scaling all directions at once.
Uniform Scaling
Perspective Camera
Batch Rendering
Hierarchies
23. The starting box where you add details needed.
Point Light
Box Modeling
Perspective Camera
Transparency Maps
24. Rendering (taking pictures of) a whole sequence or "batch" of images.
Batch Rendering
Bump Maps
Primitive Shapes
Uniform Scaling
25. Do alter silhouette edge of object - Require higher tesselation of surface
Orthographic Cameras
Light Linking
GUI (Graphical User Interface)
Displacement Maps
26. When you take all rendered images into a software and turn them into a single movie file.
Right-Handed System
Compositing
Anisotropic
NURBS
27. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Light Linking
Bump Maps
Hierarchies
Ambient Setting on Shaders
28. Software that uses graphics to click on/buttons instead of typed commands.
Procedural Textures (2D and 3D)
Textures
GUI (Graphical User Interface)
'Swimming' Texture
29. Has specular - Fall off differs from Blinn
Phong and PhongE
Non-Uniform Scaling
Refraction
Turnkey Software
30. Made up of isoparms (edges) - controlled vertices - patches (faces).
NURBS
Procedural Textures (2D and 3D)
Hierarchies
Ray Tracing
31. Do not alter silhouette edge of object - Implied texture
Ambient Setting on Shaders
Bump Maps
Spot Light
Point Light
32. The box where an important action must fit so that nothing gets cut off.
Transformations
Action Safe
Refraction
Lambert
33. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Transformations
Anisotropic
Normals (Display>Polygons>Face Normals)
NURBS
34. Combine color map with transparency map to create a label that can be applied to surface
Bump Maps
Stencil Maps
Uniform Scaling
Bump Maps
35. A light that is being emitted in all directions.
Point Lights
Refraction
Ambient Light
Hierarchies
36. Has sepcular - Used for really shiny objects
haders
Blinn
Compositing
Action Safe
37. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Directional Light
Shading Networks
haders
Modeling Paradigms
38. A light used to simulate sunlight and works by rotation.
GUI (Graphical User Interface)
Directional Light
Proprietary Software
Polygons
39. Apply more than one material on object depending on position of ramp
Box Modeling
Proprietary Software
Hierarchies
Ramp Shader
40. Imitates rectangular neon light source - Light comes out of source area
Modeling Paradigms
Light Linking
Naming Convention
Area Light
41. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Blinn
Ray Tracing
NURBS
Turnkey Software
42. Polygons - NURBS - SubDs
Non-Uniform Scaling
Ambient Setting on Shaders
Modeling Paradigms
Shading Networks
43. The darkest color an object will ever be.
Perspective Camera
Ray Tracing
Ambient Light
Ambient Setting on Shaders
44. Apply more than one material on object depending on transparency
Polygons
Topology
Ambient Setting on Shaders
Layered Shader
45. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
46. Imitates fill light - Doesn't affect specular - Imitates bounced light
Right-Handed System
Ambient Light
GUI (Graphical User Interface)
Point Light
47. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Nodes
Procedural Textures (2D and 3D)
Bump Maps
Normals (Display>Polygons>Face Normals)
48. The flow of how the edges are patterned around the model.
haders
Directional Light
Topology
NURBS
49. Defines where material is transparent - AKA Scalar Maps
Hierarchies
Transparency Maps
Modeling Paradigms
Nodes
50. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Spot Light
Proprietary Software
Primitive Shapes
Refraction