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. Apply more than one material on object depending on transparency






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






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






4. Has specular - Fall off differs from Blinn






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






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






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






8. The darkest color an object will ever be.






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






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






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






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






13. The connection between a shader and texture.






14. Image or color that wraps around the model.






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






16. Modified shape to specular






17. The starting box where you add details needed.






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






19. The 3D view of your shot.






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






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






22. Has sepcular - Used for really shiny objects






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






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






25. Imitates theatrical spot light - Can be focused






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






27. The front - side - top views.






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


29. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






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






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






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






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






39. A texture that was taken from a file.






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






41. 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.






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






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






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






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






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






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






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






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






50. Software written specifically for that studio.