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. Software written specifically for that studio.






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






3. Modified shape to specular






4. 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.






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






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






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






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






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






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






11. Has specular - Fall off differs from Blinn






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






13. Imitates theatrical spot light - Can be focused






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






15. Polygons - NURBS - SubDs






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






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






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






19. A texture that was taken from a file.






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






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






22. Scaling all directions at once.






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






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






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






26. The front - side - top views.






27. Image or color that wraps around the model.






28. The starting box where you add details needed.






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






30. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






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






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






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






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






40. The 3D view of your shot.






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






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






43. The darkest color an object will ever be.






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






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






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






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






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


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






50. The connection between a shader and texture.