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. Scaling all directions at once.






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






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






4. Imitates theatrical spot light - Can be focused






5. The darkest color an object will ever be.






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






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






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






9. Polygons - NURBS - SubDs






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






11. A texture that was taken from a file.






12. The front - side - top views.






13. The 3D view of your shot.






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






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






16. The starting box where you add details needed.






17. Modified shape to specular






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






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






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


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






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






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






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






25. Has specular - Fall off differs from Blinn






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






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






28. The connection between a shader and texture.






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






30. Image or color that wraps around the model.






31. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






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






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






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






40. Has sepcular - Used for really shiny objects






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






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






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






44. Software written specifically for that studio.






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






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






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






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






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