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






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






3. Image or color that wraps around the model.






4. The 3D view of your shot.






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






6. Modified shape to specular






7. 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.






8. The darkest color an object will ever be.






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






10. Has sepcular - Used for really shiny objects






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






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






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






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






15. Polygons - NURBS - SubDs






16. Software written specifically for that studio.






17. The starting box where you add details needed.






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






19. Imitates theatrical spot light - Can be focused






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






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






22. Has specular - Fall off differs from Blinn






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






24. Defines where material is transparent - AKA Scalar Maps






25. The connection between a shader and texture.






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






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






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






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






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






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


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






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






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






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






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






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






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






39. A texture that was taken from a file.






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






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






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






43. The front - side - top views.






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






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






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






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






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






49. Scaling all directions at once.






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