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






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






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






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






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






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






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






8. Image or color that wraps around the model.






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






10. Imitates theatrical spot light - Can be focused






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






12. The darkest color an object will ever be.






13. 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.






14. Scaling all directions at once.






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






16. Software written specifically for that studio.






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


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






19. The connection between a shader and texture.






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






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






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






23. Modified shape to specular






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






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






26. Has specular - Fall off differs from Blinn






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






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






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






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






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






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






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






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. The front - side - top views.






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






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






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






39. Has sepcular - Used for really shiny objects






40. Defines where material is transparent - AKA Scalar Maps






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






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






43. The 3D view of your shot.






44. Polygons - NURBS - SubDs






45. A texture that was taken from a file.






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






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






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






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






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