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. Do not alter silhouette edge of object - Implied texture






3. Defines where material is transparent - AKA Scalar Maps






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






5. The starting box where you add details needed.






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






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






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






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






10. The darkest color an object will ever be.






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






12. Scaling all directions at once.






13. Modified shape to specular






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






15. Has specular - Fall off differs from Blinn






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






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






18. The connection between a shader and texture.






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






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






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






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






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






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






25. Polygons - NURBS - SubDs






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






27. The 3D view of your shot.






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






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






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

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






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






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






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






35. A texture that was taken from a file.






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






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






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






39. Imitates theatrical spot light - Can be focused






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






41. The front - side - top views.






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






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






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






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






46. Software written specifically for that studio.






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






48. Image or color that wraps around the model.






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






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