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. Do not alter silhouette edge of object - Implied texture






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






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






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






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






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






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






8. 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.






9. The front - side - top views.






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






11. Imitates theatrical spot light - Can be focused






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






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






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






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






16. Defines where material is transparent - AKA Scalar Maps






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






18. The connection between a shader and texture.






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






20. The darkest color an object will ever be.






21. Modified shape to specular






22. The 3D view of your shot.






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






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






25. Has specular - Fall off differs from Blinn






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






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






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






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






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






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






32. Software written specifically for that studio.






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






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






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






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






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






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






39. Has sepcular - Used for really shiny objects






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






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






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






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






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


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






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






47. Image or color that wraps around the model.






48. Polygons - NURBS - SubDs






49. A texture that was taken from a file.






50. The starting box where you add details needed.