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 texture that was taken from a file.






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






3. The connection between a shader and texture.






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






5. Imitates theatrical spot light - Can be focused






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






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






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






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






10. Defines where material is transparent - AKA Scalar Maps






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






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






13. The front - side - top views.






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






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






16. The starting box where you add details needed.






17. The 3D view of your shot.






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






19. Has sepcular - Used for really shiny objects






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






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






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






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






24. Image or color that wraps around the model.






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






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






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






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






29. The darkest color an object will ever be.






30. Polygons - NURBS - SubDs






31. Scaling all directions at once.






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






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






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


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






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






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






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






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






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






41. Has specular - Fall off differs from Blinn






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






43. Modified shape to specular






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






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






46. 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.






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






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






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






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