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






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






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






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






5. Scaling all directions at once.






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






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






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






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






10. The darkest color an object will ever be.






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






12. Defines where material is transparent - AKA Scalar Maps






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


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






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






16. The 3D view of your shot.






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






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






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






20. 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.






21. Has specular - Fall off differs from Blinn






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






23. Has sepcular - Used for really shiny objects






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






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






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






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






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






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






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






31. The front - side - top views.






32. The connection between a shader and texture.






33. Modified shape to specular






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






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






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






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






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






39. The starting box where you add details needed.






40. Image or color that wraps around the model.






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






42. Software written specifically for that studio.






43. Polygons - NURBS - SubDs






44. A texture that was taken from a file.






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






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






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






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






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






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