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. A texture that was taken from a file.






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






3. The 3D view of your shot.






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






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






7. Software written specifically for that studio.






8. Scaling all directions at once.






9. Has specular - Fall off differs from Blinn






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






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






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






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






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






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






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






18. Image or color that wraps around the model.






19. Defines where material is transparent - AKA Scalar Maps






20. The front - side - top views.






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






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






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






24. Modified shape to specular






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






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






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






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






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






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






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






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






33. Has sepcular - Used for really shiny objects






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






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






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






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 flow of how the edges are patterned around the model.






39. The darkest color an object will ever be.






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






41. The connection between a shader and texture.






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






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






44. The starting box where you add details needed.






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






46. Imitates theatrical spot light - Can be focused






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






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






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






50. Polygons - NURBS - SubDs