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. Modified shape to specular






2. 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.






3. The starting box where you add details needed.






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






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






6. Image or color that wraps around the model.






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






8. A texture that was taken from a file.






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






10. The connection between a shader and texture.






11. Has sepcular - Used for really shiny objects






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






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






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






15. Scaling all directions at once.






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






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






18. The 3D view of your shot.






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






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






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






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






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






24. The front - side - top views.






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






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






27. Software written specifically for that studio.






28. The darkest color an object will ever be.






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






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






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






32. Has specular - Fall off differs from Blinn






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






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






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






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






37. Defines where material is transparent - AKA Scalar Maps






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






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


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






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






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






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






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






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






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






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






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






49. Polygons - NURBS - SubDs






50. Imitates theatrical spot light - Can be focused