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 front - side - top views.






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






3. Image or color that wraps around the model.






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






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






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


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






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






9. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






14. Has specular - Fall off differs from Blinn






15. 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.






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






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






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






19. Modified shape to specular






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






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






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






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






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






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






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






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






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






29. The starting box where you add details needed.






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






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






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






33. Polygons - NURBS - SubDs






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






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






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






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






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






39. A texture that was taken from a file.






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






41. Has sepcular - Used for really shiny objects






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






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






44. Imitates theatrical spot light - Can be focused






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






46. The connection between a shader and texture.






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






48. The 3D view of your shot.






49. Software written specifically for that studio.






50. The darkest color an object will ever be.