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. Scaling all directions at once.






2. Software written specifically for that studio.






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






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






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






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






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






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






9. 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.






10. Imitates theatrical spot light - Can be focused






11. The darkest color an object will ever be.






12. Modified shape to specular






13. Polygons - NURBS - SubDs






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






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






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






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






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






19. Image or color that wraps around the model.






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






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






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






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






24. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






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






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






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






33. The starting box where you add details needed.






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






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






36. A texture that was taken from a file.






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






38. The 3D view of your shot.






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






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






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


42. Has specular - Fall off differs from Blinn






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






44. The connection between a shader and texture.






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






46. Has sepcular - Used for really shiny objects






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






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






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






50. The front - side - top views.