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. Has sepcular - Used for really shiny objects






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






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






4. Defines where material is transparent - AKA Scalar Maps






5. The connection between a shader and texture.






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






7. Image or color that wraps around the model.






8. Imitates theatrical spot light - Can be focused






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






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






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






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






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






14. Polygons - NURBS - SubDs






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






16. 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.






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






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


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






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






21. A texture that was taken from a file.






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






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






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






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






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






27. Modified shape to specular






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






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






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






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






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






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






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






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






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






37. Software written specifically for that studio.






38. Scaling all directions at once.






39. The 3D view of your shot.






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






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






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






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






44. The front - side - top views.






45. The darkest color an object will ever be.






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






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






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






49. The starting box where you add details needed.






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