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. Imitates theatrical spot light - Can be focused






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






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






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






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






6. Polygons - NURBS - SubDs






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






8. Has specular - Fall off differs from Blinn






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






10. The starting box where you add details needed.






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






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






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






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






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






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






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






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






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






20. Image or color that wraps around the model.






21. The connection between a shader and texture.






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






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






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






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






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






27. The darkest color an object will ever be.






28. Defines where material is transparent - AKA Scalar Maps






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






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






31. The 3D view of your shot.






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






33. The front - side - top views.






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






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






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






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






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






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






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






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






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






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






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






45. Has sepcular - Used for really shiny objects






46. Scaling all directions at once.






47. 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.






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


49. Modified shape to specular






50. Software written specifically for that studio.