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






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






4. Polygons - NURBS - SubDs






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






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






7. The front - side - top views.






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


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






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






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






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






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






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






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






16. Has sepcular - Used for really shiny objects






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






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






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






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






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






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






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






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






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






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






27. Scaling all directions at once.






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






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






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






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






32. The 3D view of your shot.






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






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






35. Software written specifically for that studio.






36. Modified shape to specular






37. Image or color that wraps around the model.






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






39. A texture that was taken from a file.






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






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






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






43. The connection between a shader and texture.






44. Defines where material is transparent - AKA Scalar Maps






45. Imitates theatrical spot light - Can be focused






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






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






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






49. The darkest color an object will ever be.






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