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. 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.






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






3. The connection between a shader and texture.






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






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






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






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






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






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






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






11. Software written specifically for that studio.






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






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






14. Modified shape to specular






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






16. The 3D view of your shot.






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






18. The front - side - top views.






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






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






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






22. Image or color that wraps around the model.






23. Scaling all directions at once.






24. Defines where material is transparent - AKA Scalar Maps






25. Polygons - NURBS - SubDs






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






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






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






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






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






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






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






33. Has specular - Fall off differs from Blinn






34. Has sepcular - Used for really shiny objects






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






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






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






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






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






40. A texture that was taken from a file.






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






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

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






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






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






46. The starting box where you add details needed.






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






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






49. The darkest color an object will ever be.






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