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






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






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






4. 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.






5. The darkest color an object will ever be.






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






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






8. Defines where material is transparent - AKA Scalar Maps






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






10. Has sepcular - Used for really shiny objects






11. Polygons - NURBS - SubDs






12. Image or color that wraps around the model.






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






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






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






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






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






18. Software written specifically for that studio.






19. The starting box where you add details needed.






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






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






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






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






24. Modified shape to specular






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






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






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






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






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






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






31. The 3D view of your shot.






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






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






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






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






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






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






38. The connection between a shader and texture.






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






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






41. Imitates theatrical spot light - Can be focused






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


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






44. Has specular - Fall off differs from Blinn






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






46. The front - side - top views.






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






48. Scaling all directions at once.






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






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