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. Polygons - NURBS - SubDs






2. Modified shape to specular






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






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






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






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






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






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






9. 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.






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






11. Defines where material is transparent - AKA Scalar Maps






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






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






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






15. The starting box where you add details needed.






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






17. Software written specifically for that studio.






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






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






20. Has specular - Fall off differs from Blinn






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






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






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






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






25. The 3D view of your shot.






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






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






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






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






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






31. Image or color that wraps around the model.






32. Imitates theatrical spot light - Can be focused






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






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






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






36. Scaling all directions at once.






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






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






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






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






41. The front - side - top views.






42. A texture that was taken from a file.






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






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






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






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






47. The darkest color an object will ever be.






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






49. The connection between a shader and texture.






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