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. Modified shape to specular






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. The front - side - top views.






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






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






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






7. Has specular - Fall off differs from Blinn






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


9. Image or color that wraps around the model.






10. Software written specifically for that studio.






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






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






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






14. The connection between a shader and texture.






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






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






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






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






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






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






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






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






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






24. The 3D view of your shot.






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






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






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






28. Scaling all directions at once.






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






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






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






32. Defines where material is transparent - AKA Scalar Maps






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






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






35. The darkest color an object will ever be.






36. A texture that was taken from a file.






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






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






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






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






41. Has sepcular - Used for really shiny objects






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






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






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






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






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






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






48. Polygons - NURBS - SubDs






49. 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.






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