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






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






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






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






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






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






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






8. Defines where material is transparent - AKA Scalar Maps






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






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






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






12. The darkest color an object will ever be.






13. Image or color that wraps around the model.






14. The 3D view of your shot.






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






16. Has specular - Fall off differs from Blinn






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






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






19. Has sepcular - Used for really shiny objects






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






21. Polygons - NURBS - SubDs






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






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


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






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






26. Scaling all directions at once.






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






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






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






30. A texture that was taken from a file.






31. Modified shape to specular






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






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






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






35. The starting box where you add details needed.






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






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






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






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






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






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






43. Software written specifically for that studio.






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






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






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






47. The front - side - top views.






48. Imitates theatrical spot light - Can be focused






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






50. The connection between a shader and texture.