Test your basic knowledge |

Maya 3D Computer Modeling

Subject : it-skills
  • 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 transparency

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

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

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

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

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

7. Software written specifically for that studio.

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

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

10. The front - side - top views.

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

12. Polygons - NURBS - SubDs

13. Defines where material is transparent - AKA Scalar Maps

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

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

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

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

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

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

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

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

22. Has specular - Fall off differs from Blinn

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

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

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

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

27. Scaling all directions at once.

28. The 3D view of your shot.

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

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

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

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

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

34. The starting box where you add details needed.

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

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

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

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

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

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

41. Modified shape to specular

42. A texture that was taken from a file.

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

44. Has sepcular - Used for really shiny objects

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

46. 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.

47. The connection between a shader and texture.

48. The darkest color an object will ever be.

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

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