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






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






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






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






5. Has specular - Fall off differs from Blinn






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






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






8. Has sepcular - Used for really shiny objects






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






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






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






12. Software written specifically for that studio.






13. Scaling all directions at once.






14. The connection between a shader and texture.






15. The 3D view of your shot.






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






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






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






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






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






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






22. The starting box where you add details needed.






23. A texture that was taken from a file.






24. The front - side - top views.






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






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






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






28. 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.






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






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






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






32. Polygons - NURBS - SubDs






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






34. Imitates theatrical spot light - Can be focused






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






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






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






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






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






40. The darkest color an object will ever be.






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






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






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






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






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






46. Defines where material is transparent - AKA Scalar Maps






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






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






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






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