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






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






3. Software written specifically for that studio.






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






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






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






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






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






9. Scaling all directions at once.






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






11. The connection between a shader and texture.






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






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






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






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






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






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






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






19. 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.






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






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






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






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






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






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






26. Image or color that wraps around the model.






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






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






29. The starting box where you add details needed.






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






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






32. Modified shape to specular






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






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

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35. Polygons - NURBS - SubDs






36. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






42. The darkest color an object will ever be.






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






44. Has specular - Fall off differs from Blinn






45. Has sepcular - Used for really shiny objects






46. The 3D view of your shot.






47. A texture that was taken from a file.






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






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






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