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. Image or color that wraps around the model.






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






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






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






5. Imitates theatrical spot light - Can be focused






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






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






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






9. Has specular - Fall off differs from Blinn






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






11. Polygons - NURBS - SubDs






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






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






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






15. The starting box where you add details needed.






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






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






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






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






20. Defines where material is transparent - AKA Scalar Maps






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






22. The 3D view of your shot.






23. Modified shape to specular






24. The darkest color an object will ever be.






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






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






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






28. 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.






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


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






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






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






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






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






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






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






37. The connection between a shader and texture.






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






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






40. The front - side - top views.






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






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






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






44. Has sepcular - Used for really shiny objects






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






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






47. A texture that was taken from a file.






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






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






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