Test your basic knowledge |

Maya 3D Computer Modeling

Subject : it-skills
  • 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 one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.

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

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

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

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

6. Defines where material is transparent - AKA Scalar Maps

7. Polygons - NURBS - SubDs

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

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

10. Imitates theatrical spot light - Can be focused

11. 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.

12. The darkest color an object will ever be.

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

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

15. Image or color that wraps around the model.

16. The 3D view of your shot.

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

18. Software written specifically for that studio.

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

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

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

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

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

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

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

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

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

28. Scaling all directions at once.

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

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

31. The starting box where you add details needed.

32. A texture that was taken from a file.

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

34. The front - side - top views.

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

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

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

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

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

40. The connection between a shader and texture.

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

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

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

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

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

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

47. Has sepcular - Used for really shiny objects

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

49. Has specular - Fall off differs from Blinn

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