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. Modified shape to specular

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

3. Defines where material is transparent - AKA Scalar Maps

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

5. The connection between a shader and texture.

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

7. The darkest color an object will ever be.

8. Scaling all directions at once.

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

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

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

12. The front - side - top views.

13. The 3D view of your shot.

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

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

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

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

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

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

20. The starting box where you add details needed.

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

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

23. Imitates theatrical spot light - Can be focused

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

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

26. Polygons - NURBS - SubDs

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

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

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

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

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

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

33. 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.

34. Has specular - Fall off differs from Blinn

35. Software written specifically for that studio.

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

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

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

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

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

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

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

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

45. A texture that was taken from a file.

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

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

48. Has sepcular - Used for really shiny objects

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

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