Test your basic knowledge |

Maya 3D Computer Modeling

Subject : it-skills
  • 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. Software written specifically for that studio.

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

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

4. Imitates theatrical spot light - Can be focused

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

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

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

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

9. Has specular - Fall off differs from Blinn

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

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

12. The front - side - top views.

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

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

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

16. Modified shape to specular

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

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

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

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

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

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

23. Scaling all directions at once.

24. The starting box where you add details needed.

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

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

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

29. Polygons - NURBS - SubDs

30. Has sepcular - Used for really shiny objects

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

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

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

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

35. Defines where material is transparent - AKA Scalar Maps

36. The connection between a shader and texture.

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

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

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

40. Image or color that wraps around the model.

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

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

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

44. The darkest color an object will ever be.

45. 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.

46. A texture that was taken from a file.

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

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

49. The 3D view of your shot.

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