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. The connection between a shader and texture.






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






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






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






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






6. The starting box where you add details needed.






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






8. The 3D view of your shot.






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






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






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






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






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






14. Image or color that wraps around the model.






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






16. The front - side - top views.






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






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






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






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






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






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






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






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






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






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






27. Imitates theatrical spot light - Can be focused






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






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






30. Software written specifically for that studio.






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






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






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






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






35. Modified shape to specular






36. A texture that was taken from a file.






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






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






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






40. Scaling all directions at once.






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






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


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






44. Defines where material is transparent - AKA Scalar Maps






45. Has sepcular - Used for really shiny objects






46. Has specular - Fall off differs from Blinn






47. Polygons - NURBS - SubDs






48. 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.






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






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