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 sepcular - Used for really shiny objects






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






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






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






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






6. Scaling all directions at once.






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






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






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






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






11. The connection between a shader and texture.






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






13. 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.






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






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






16. The darkest color an object will ever be.






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






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






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






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






21. Image or color that wraps around the model.






22. The front - side - top views.






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






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






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






26. Has specular - Fall off differs from Blinn






27. The 3D view of your shot.






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






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






30. Defines where material is transparent - AKA Scalar Maps






31. A texture that was taken from a file.






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






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






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






35. Modified shape to specular






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






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






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






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






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






41. Polygons - NURBS - SubDs






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






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






44. The starting box where you add details needed.






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






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






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






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






49. Software written specifically for that studio.






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