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. Has sepcular - Used for really shiny objects






2. Has specular - Fall off differs from Blinn






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






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






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






6. 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.






7. Modified shape to specular






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






9. Image or color that wraps around the model.






10. A texture that was taken from a file.






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






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






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






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






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






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






17. The front - side - top views.






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






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






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






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






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






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






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






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






26. Defines where material is transparent - AKA Scalar Maps






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






28. The starting box where you add details needed.






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






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






31. Software written specifically for that studio.






32. The 3D view of your shot.






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






34. Polygons - NURBS - SubDs






35. The connection between a shader and texture.






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






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






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


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






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






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






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






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






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






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






46. Scaling all directions at once.






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






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






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






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