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


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






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






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






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






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






7. 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.






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






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






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






11. Defines where material is transparent - AKA Scalar Maps






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






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






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






15. The 3D view of your shot.






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






17. A texture that was taken from a file.






18. Software written specifically for that studio.






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






20. The starting box where you add details needed.






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






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






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






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






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






26. The front - side - top views.






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






28. Image or color that wraps around the model.






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






30. Modified shape to specular






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






32. Polygons - NURBS - SubDs






33. The darkest color an object will ever be.






34. Has specular - Fall off differs from Blinn






35. Imitates theatrical spot light - Can be focused






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






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






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






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






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






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






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






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






44. Has sepcular - Used for really shiny objects






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






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






47. The connection between a shader and texture.






48. Scaling all directions at once.






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






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