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






2. Image or color that wraps around the model.






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






4. 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.






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






6. The connection between a shader and texture.






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






8. Has sepcular - Used for really shiny objects






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






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






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






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






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






14. The starting box where you add details needed.






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






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






17. The front - side - top views.






18. A texture that was taken from a file.






19. Has specular - Fall off differs from Blinn






20. Imitates theatrical spot light - Can be focused






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






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






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






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






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






26. Software written specifically for that studio.






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






28. The 3D view of your shot.






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






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






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






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






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






34. Polygons - NURBS - SubDs






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


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






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






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






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






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






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






42. The darkest color an object will ever be.






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






44. Modified shape to specular






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






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






47. Defines where material is transparent - AKA Scalar Maps






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






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






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