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






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






3. Imitates theatrical spot light - Can be focused






4. The starting box where you add details needed.






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






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






7. Polygons - NURBS - SubDs






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






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






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






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






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






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






14. The 3D view of your shot.






15. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






20. The front - side - top views.






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






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


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






24. Has specular - Fall off differs from Blinn






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






26. 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.






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






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






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






30. Image or color that wraps around the model.






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






32. Modified shape to specular






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






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






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






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






37. The connection between a shader and texture.






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






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






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






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






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






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






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






45. Has sepcular - Used for really shiny objects






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






47. A texture that was taken from a file.






48. The darkest color an object will ever be.






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






50. Scaling all directions at once.