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 written specifically for that studio.






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






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






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






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






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






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






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






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






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






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






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






13. The 3D view of your shot.






14. Defines where material is transparent - AKA Scalar Maps






15. Has sepcular - Used for really shiny objects






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






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






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






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






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






21. The connection between a shader and texture.






22. Polygons - NURBS - SubDs






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






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






25. Scaling all directions at once.






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






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






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






29. Modified shape to specular






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






31. Image or color that wraps around the model.






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






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






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






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






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






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






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






39. 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.






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


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






42. A texture that was taken from a file.






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






44. Imitates theatrical spot light - Can be focused






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






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






47. Has specular - Fall off differs from Blinn






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






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






50. The front - side - top views.