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. Apply more than one material on object depending on transparency






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






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






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






5. Has sepcular - Used for really shiny objects






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






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






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






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






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






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






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






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






14. Image or color that wraps around the model.






15. Software written specifically for that studio.






16. The darkest color an object will ever be.






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






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






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






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






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






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






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






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






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






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






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






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






29. The starting box where you add details needed.






30. The front - side - top views.






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






32. Scaling all directions at once.






33. Modified shape to specular






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






35. Has specular - Fall off differs from Blinn






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






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






38. 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.






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






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






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






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






43. A texture that was taken from a file.






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






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






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






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






48. Polygons - NURBS - SubDs






49. The connection between a shader and texture.






50. Imitates theatrical spot light - Can be focused