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. Has sepcular - Used for really shiny objects






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






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






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






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






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






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






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






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






10. 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.






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






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






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






14. Polygons - NURBS - SubDs






15. Defines where material is transparent - AKA Scalar Maps






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

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






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






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






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






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






22. The darkest color an object will ever be.






23. The 3D view of your shot.






24. A texture that was taken from a file.






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






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






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






28. The starting box where you add details needed.






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






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






31. Modified shape to specular






32. Has specular - Fall off differs from Blinn






33. The front - side - top views.






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






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






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






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






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






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






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






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






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






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






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






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






46. Image or color that wraps around the model.






47. Scaling all directions at once.






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






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






50. The connection between a shader and texture.