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






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


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






4. Polygons - NURBS - SubDs






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






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






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






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






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






10. The 3D view of your shot.






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






12. A texture that was taken from a file.






13. Modified shape to specular






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






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






16. Defines where material is transparent - AKA Scalar Maps






17. Has specular - Fall off differs from Blinn






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






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






20. The darkest color an object will ever be.






21. Scaling all directions at once.






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






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






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






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






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






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






28. Image or color that wraps around the model.






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






30. Software written specifically for that studio.






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






32. Imitates theatrical spot light - Can be focused






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






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






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






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






37. Has sepcular - Used for really shiny objects






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






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






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






41. The connection between a shader and texture.






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






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






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






45. 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.






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






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






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






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






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