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. Polygons - NURBS - SubDs






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






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






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






5. A texture that was taken from a file.






6. The starting box where you add details needed.






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






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






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






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






11. The front - side - top views.






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






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






14. The connection between a shader and texture.






15. Software written specifically for that studio.






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






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






18. The 3D view of your shot.






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






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






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






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






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






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






25. Image or color that wraps around the model.






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






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






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






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






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






31. 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.






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






33. Imitates theatrical spot light - Can be focused






34. Modified shape to specular






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






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






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






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






39. Has sepcular - Used for really shiny objects






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






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






42. Defines where material is transparent - AKA Scalar Maps






43. Scaling all directions at once.






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






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






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






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






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






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






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