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






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






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






4. The connection between a shader and texture.






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






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






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






8. Has specular - Fall off differs from Blinn






9. The darkest color an object will ever be.






10. The 3D view of your shot.






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






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






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






14. The front - side - top views.






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


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






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






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






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






20. Has sepcular - Used for really shiny objects






21. Scaling all directions at once.






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






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






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






25. A texture that was taken from a file.






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






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






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






29. Imitates theatrical spot light - Can be focused






30. Image or color that wraps around the model.






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






32. 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.






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






34. Modified shape to specular






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






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






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






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






39. Polygons - NURBS - SubDs






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






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






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






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






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






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






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






47. Software written specifically for that studio.






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






49. The starting box where you add details needed.






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