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

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

3. Has sepcular - Used for really shiny objects

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

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

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

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

8. The 3D view of your shot.

9. Polygons - NURBS - SubDs

10. Software written specifically for that studio.

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

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

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

14. Imitates theatrical spot light - Can be focused

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

16. The front - side - top views.

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

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

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

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

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

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

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

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

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

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

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

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

31. Defines where material is transparent - AKA Scalar Maps

32. The connection between a shader and texture.

33. A texture that was taken from a file.

34. 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.

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

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

37. The darkest color an object will ever be.

38. Image or color that wraps around the model.

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

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

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

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

43. Scaling all directions at once.

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

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

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

47. The starting box where you add details needed.

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

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

50. Modified shape to specular