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






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






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






4. Imitates theatrical spot light - Can be focused






5. A texture that was taken from a file.






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






7. The starting box where you add details needed.






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






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






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






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






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






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






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






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






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






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






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






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






20. The 3D view of your shot.






21. Image or color that wraps around the model.






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






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






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






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






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






27. Defines where material is transparent - AKA Scalar Maps






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






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






30. Software written specifically for that studio.






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






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






33. 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.






34. Polygons - NURBS - SubDs






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






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






37. The front - side - top views.






38. Has specular - Fall off differs from Blinn






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






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






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






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






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






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






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






46. Has sepcular - Used for really shiny objects






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






48. Scaling all directions at once.






49. Modified shape to specular






50. The darkest color an object will ever be.