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 specular - Fall off differs from Blinn






2. The front - side - top views.






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






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






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






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






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


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






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






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






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






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






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






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






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






16. Has sepcular - Used for really shiny objects






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






18. A texture that was taken from a file.






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






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






21. Scaling all directions at once.






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






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






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






25. Image or color that wraps around the model.






26. Defines where material is transparent - AKA Scalar Maps






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






28. Modified shape to specular






29. The starting box where you add details needed.






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






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






32. The connection between a shader and texture.






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






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






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






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






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






38. 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.






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






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






41. Polygons - NURBS - SubDs






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






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






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






45. The 3D view of your shot.






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






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






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






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






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