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






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






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






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






5. Image or color that wraps around the model.






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






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






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






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






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






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






13. A texture that was taken from a file.






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






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






16. Scaling all directions at once.






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






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






19. Has specular - Fall off differs from Blinn






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






21. The front - side - top views.






22. Polygons - NURBS - SubDs






23. Has sepcular - Used for really shiny objects






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






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






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






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






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






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






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






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






32. Defines where material is transparent - AKA Scalar Maps






33. Modified shape to specular






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






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






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






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






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






39. The darkest color an object will ever be.






40. The 3D view of your shot.






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






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






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






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






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


46. 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.






47. Imitates theatrical spot light - Can be focused






48. The starting box where you add details needed.






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






50. Software written specifically for that studio.