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






2. Has sepcular - Used for really shiny objects






3. Polygons - NURBS - SubDs






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






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






6. The connection between a shader and texture.






7. Modified shape to specular






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






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






10. A texture that was taken from a file.






11. Image or color that wraps around the model.






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






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






14. Defines where material is transparent - AKA Scalar Maps






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






16. 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.






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






18. Software written specifically for that studio.






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


20. The darkest color an object will ever be.






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






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






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






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






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






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






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






29. Scaling all directions at once.






30. Imitates theatrical spot light - Can be focused






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






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






33. Has specular - Fall off differs from Blinn






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






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






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






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






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






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






40. The front - side - top views.






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






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






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






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






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






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






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






48. The starting box where you add details needed.






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






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