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. Has sepcular - Used for really shiny objects






2. The front - side - top views.






3. Scaling all directions at once.






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






5. The starting box where you add details needed.






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






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






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






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






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


11. Defines where material is transparent - AKA Scalar Maps






12. The darkest color an object will ever be.






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






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






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






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






17. The connection between a shader and texture.






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






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






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






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






22. Image or color that wraps around the model.






23. Polygons - NURBS - SubDs






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






25. Imitates theatrical spot light - Can be focused






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






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






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






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






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






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






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






33. Software written specifically for that studio.






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






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






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






37. A texture that was taken from a file.






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






39. The 3D view of your shot.






40. 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.






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






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






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






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






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






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






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






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






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






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