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






3. Has specular - Fall off differs from Blinn






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






5. Has sepcular - Used for really shiny objects






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






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






8. Modified shape to specular






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






10. Scaling all directions at once.






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






12. The darkest color an object will ever be.






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






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






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






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






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






18. The 3D view of your shot.






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






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






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






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






23. 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.






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






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






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






27. Software written specifically for that studio.






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






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






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






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






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






33. The connection between a shader and texture.






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






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






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






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






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






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






40. Polygons - NURBS - SubDs






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






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






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






44. The front - side - top views.






45. Imitates theatrical spot light - Can be focused






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






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






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






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






50. Defines where material is transparent - AKA Scalar Maps