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. Has specular - Fall off differs from Blinn






2. The 3D view of your shot.






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






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






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






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






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






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






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






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






11. The front - side - top views.






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






13. Software written specifically for that studio.






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






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






16. The darkest color an object will ever be.






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






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






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






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






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






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






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






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






25. When you take all rendered images into a software and turn them into a single movie 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. A container that has either a shader - texture - etc.






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






29. A texture that was taken from a file.






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






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






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






33. Scaling all directions at once.






34. Image or color that wraps around the model.






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






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


37. Has sepcular - Used for really shiny objects






38. Defines where material is transparent - AKA Scalar Maps






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






40. The connection between a shader and texture.






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






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






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






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






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






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






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






48. Imitates theatrical spot light - Can be focused






49. The starting box where you add details needed.






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