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






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






3. A texture that was taken from a file.






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






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






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






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






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






9. The starting box where you add details needed.






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






13. Has sepcular - Used for really shiny objects






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






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






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






17. 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.






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






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






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






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






22. Polygons - NURBS - SubDs






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






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






25. The 3D view of your shot.






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






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






28. The front - side - top views.






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






30. The connection between a shader and texture.






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






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






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






34. Image or color that wraps around the model.






35. Software written specifically for that studio.






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






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






38. Imitates theatrical spot light - Can be focused






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






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






41. Has specular - Fall off differs from Blinn






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






43. Modified shape to specular






44. The darkest color an object will ever be.






45. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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