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






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






3. The starting box where you add details needed.






4. Has sepcular - Used for really shiny objects






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






6. Polygons - NURBS - SubDs






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






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






10. Image or color that wraps around the model.






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






12. The darkest color an object will ever be.






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






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






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






16. A texture that was taken from a file.






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






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






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






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


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






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






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






24. Has specular - Fall off differs from Blinn






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






26. Software written specifically for that studio.






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






28. The 3D view of your shot.






29. Defines where material is transparent - AKA Scalar Maps






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






31. Imitates theatrical spot light - Can be focused






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






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






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






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






36. The connection between a shader and texture.






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






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






39. The front - side - top views.






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






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






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






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






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






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






46. Modified shape to specular






47. Scaling all directions at once.






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






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






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