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






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






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






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






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






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






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






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






9. The darkest color an object will ever be.






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






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






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






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






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






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






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






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






18. 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.






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






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






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






22. A texture that was taken from a file.






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






24. The 3D view of your shot.






25. The connection between a shader and texture.






26. Has sepcular - Used for really shiny objects






27. Image or color that wraps around the model.






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






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






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






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






32. The front - side - top views.






33. Imitates theatrical spot light - Can be focused






34. Scaling all directions at once.






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






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






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






38. Modified shape to specular






39. The starting box where you add details needed.






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






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






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


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






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






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






46. Has specular - Fall off differs from Blinn






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






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






49. Polygons - NURBS - SubDs






50. Software written specifically for that studio.