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






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






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






4. Polygons - NURBS - SubDs






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






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






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






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






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






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






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


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






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






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






15. Scaling all directions at once.






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






17. The starting box where you add details needed.






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






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






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






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






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






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






24. The 3D view of your shot.






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






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






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






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






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






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






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






32. The front - side - top views.






33. Imitates theatrical spot light - Can be focused






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






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






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






37. Has specular - Fall off differs from Blinn






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






39. The connection between a shader and texture.






40. The darkest color an object will ever be.






41. Image or color that wraps around the model.






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






43. A texture that was taken from a file.






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






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






46. 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.






47. Modified shape to specular






48. Software written specifically for that studio.






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






50. Defines where material is transparent - AKA Scalar Maps