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






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






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






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






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






7. 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.






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






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






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






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






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






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






14. The connection between a shader and texture.






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


16. Software written specifically for that studio.






17. Has sepcular - Used for really shiny objects






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






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






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






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






22. The 3D view of your shot.






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






24. The starting box where you add details needed.






25. Imitates theatrical spot light - Can be focused






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






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






28. Has specular - Fall off differs from Blinn






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






30. The darkest color an object will ever be.






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






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






33. Scaling all directions at once.






34. Defines where material is transparent - AKA Scalar Maps






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






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






37. The front - side - top views.






38. Modified shape to specular






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






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






41. Image or color that wraps around the model.






42. Polygons - NURBS - SubDs






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






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






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






46. A texture that was taken from a file.






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






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






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






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