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






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






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






4. 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.






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






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






7. The darkest color an object will ever be.






8. Modified shape to specular






9. The connection between a shader and texture.






10. The front - side - top views.






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






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






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






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






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






16. The 3D view of your shot.






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






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






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






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






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






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






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






24. Has specular - Fall off differs from Blinn






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






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






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






28. Imitates theatrical spot light - Can be focused






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






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






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






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






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






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






35. Has sepcular - Used for really shiny objects






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






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






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






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






40. Defines where material is transparent - AKA Scalar Maps






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






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






43. Scaling all directions at once.






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






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






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






47. The starting box where you add details needed.






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


49. A texture that was taken from a file.






50. Software written specifically for that studio.