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. Polygons - NURBS - SubDs






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






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






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






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






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






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






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






9. The 3D view of your shot.






10. Has specular - Fall off differs from Blinn






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






12. Image or color that wraps around the model.






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






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






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






16. Modified shape to specular






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






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






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






20. Defines where material is transparent - AKA Scalar Maps






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






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






23. The front - side - top views.






24. Imitates theatrical spot light - Can be focused






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






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






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






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






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






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






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






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






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






35. Scaling all directions at once.






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






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






38. The connection between a shader and texture.






39. The darkest color an object will ever be.






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






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






42. The starting box where you add details needed.






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






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






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






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






47. A texture that was taken from a file.






48. Software written specifically for that studio.






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


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