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






2. 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.






3. The connection between a shader and texture.






4. The darkest color an object will ever be.






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






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






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






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






9. The 3D view of your shot.






10. Imitates theatrical spot light - Can be focused






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






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






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






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






15. A texture that was taken from a file.






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






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






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






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






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






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






22. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






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






29. Polygons - NURBS - SubDs






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






31. Scaling all directions at once.






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






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






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






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






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






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






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






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






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






41. Software written specifically for that studio.






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






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






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






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


46. The starting box where you add details needed.






47. Has sepcular - Used for really shiny objects






48. Image or color that wraps around the model.






49. The front - side - top views.






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