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. The front - side - top views.






3. Modified shape to specular






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






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






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






7. The connection between a shader and texture.






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






9. Defines where material is transparent - AKA Scalar Maps






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






11. Imitates theatrical spot light - Can be focused






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






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






14. The darkest color an object will ever be.






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






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






17. Scaling all directions at once.






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






19. The starting box where you add details needed.






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






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






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






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






24. A texture that was taken from a file.






25. Has sepcular - Used for really shiny objects






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






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






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






29. The 3D view of your shot.






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






31. Image or color that wraps around the model.






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






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






34. Has specular - Fall off differs from Blinn






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






36. 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.






37. Polygons - NURBS - SubDs






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






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






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






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

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42. Software written specifically for that studio.






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






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






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






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






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






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






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






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