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 starting box where you add details needed.






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






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






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


5. Modified shape to specular






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






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






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






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






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






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






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






13. The connection between a shader and texture.






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






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






16. The 3D view of your shot.






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






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






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






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






21. A texture that was taken from a file.






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






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






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






25. Software written specifically for that studio.






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






27. Image or color that wraps around the model.






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






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






30. 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.






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






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






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






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






35. Defines where material is transparent - AKA Scalar Maps






36. Scaling all directions at once.






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






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






39. Polygons - NURBS - SubDs






40. Imitates theatrical spot light - Can be focused






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






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






43. The front - side - top views.






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






45. Has sepcular - Used for really shiny objects






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






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






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






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






50. The darkest color an object will ever be.