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






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






3. Defines where material is transparent - AKA Scalar Maps






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






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






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






7. Polygons - NURBS - SubDs






8. The connection between a shader and texture.






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






10. Scaling all directions at once.






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






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






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






14. The front - side - top views.






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






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






17. Modified shape to specular






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






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






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






21. A texture that was taken from a file.






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






23. The darkest color an object will ever be.






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






25. The starting box where you add details needed.






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






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






28. Has sepcular - Used for really shiny objects






29. 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.






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






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






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






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






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






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






36. Has specular - Fall off differs from Blinn






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






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






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






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






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






42. Imitates theatrical spot light - Can be focused






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


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






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. Software written specifically for that studio.






47. Image or color that wraps around the model.






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






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






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