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






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






3. Has specular - Fall off differs from Blinn






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






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






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






7. Software written specifically for that studio.






8. Modified shape to specular






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






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






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






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






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






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






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


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






17. The connection between a shader and texture.






18. The starting box where you add details needed.






19. A texture that was taken from a file.






20. Image or color that wraps around the model.






21. Imitates theatrical spot light - Can be focused






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






38. Polygons - NURBS - SubDs






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






40. The front - side - top views.






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






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






43. Scaling all directions at once.






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






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






46. Has sepcular - Used for really shiny objects






47. Defines where material is transparent - AKA Scalar Maps






48. 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.






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






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