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. Do not alter silhouette edge of object - Implied texture






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






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






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






5. Modified shape to specular






6. Image or color that wraps around the model.






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






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






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






10. Has specular - Fall off differs from Blinn






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


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






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






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






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. A light that is being emitted in all directions.






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






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






19. The 3D view of your shot.






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






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






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






23. The connection between a shader and texture.






24. Software written specifically for that studio.






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






26. The starting box where you add details needed.






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






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






29. 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.






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






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






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






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






34. Imitates theatrical spot light - Can be focused






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






36. Has sepcular - Used for really shiny objects






37. A texture that was taken from a file.






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






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






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






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






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






43. Scaling all directions at once.






44. The front - side - top views.






45. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






50. Polygons - NURBS - SubDs