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






2. Modified shape to specular






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






4. Image or color that wraps around the model.






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






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






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






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






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






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






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






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






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






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






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






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






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






18. The connection between a shader and texture.






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






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


21. Software written specifically for that studio.






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






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






24. Polygons - NURBS - SubDs






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






26. The front - side - top views.






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






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






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






30. The 3D view of your shot.






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






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






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






34. The darkest color an object will ever be.






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






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






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






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






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






40. A texture that was taken from a file.






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






42. Defines where material is transparent - AKA Scalar Maps






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






44. Imitates theatrical spot light - Can be focused






45. The starting box where you add details needed.






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






47. Scaling all directions at once.






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






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






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