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. Imitates theatrical spot light - Can be focused






2. Polygons - NURBS - SubDs






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






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






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






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






7. Has specular - Fall off differs from Blinn






8. The starting box where you add details needed.






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






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






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






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






13. Defines where material is transparent - AKA Scalar Maps






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






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






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






17. The darkest color an object will ever be.






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






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






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






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






22. The connection between a shader and texture.






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






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






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






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






27. Image or color that wraps around the model.






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


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






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






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






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






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






34. The front - side - top views.






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






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






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






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






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






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






41. Modified shape to specular






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






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






44. Software written specifically for that studio.






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






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. A texture that was taken from a file.






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






49. The 3D view of your shot.






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