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






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






3. Polygons - NURBS - SubDs






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






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






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






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






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






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






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


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






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






13. Modified shape to specular






14. The starting box where you add details needed.






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






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






17. Software written specifically for that studio.






18. The connection between a shader and texture.






19. Scaling all directions at once.






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






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






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






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






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






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






26. Defines where material is transparent - AKA Scalar Maps






27. Imitates theatrical spot light - Can be focused






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






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






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






31. The darkest color an object will ever be.






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






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






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






35. Has sepcular - Used for really shiny objects






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






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






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






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






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






41. 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.






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






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






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






45. The front - side - top views.






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






47. Has specular - Fall off differs from Blinn






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






49. The 3D view of your shot.






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