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 3D view of your shot.






2. The darkest color an object will ever be.






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






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






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






6. Has specular - Fall off differs from Blinn






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






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






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






12. 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.






13. Software written specifically for that studio.






14. Polygons - NURBS - SubDs






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






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






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






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






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






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






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






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






23. Defines where material is transparent - AKA Scalar Maps






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






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






26. The front - side - top views.






27. Image or color that wraps around the model.






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






29. The starting box where you add details needed.






30. A texture that was taken from a file.






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






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






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






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






35. The connection between a shader and texture.






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






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






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






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


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






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






42. Scaling all directions at once.






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






44. Imitates theatrical spot light - Can be focused






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






46. Has sepcular - Used for really shiny objects






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






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






49. Modified shape to specular






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