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


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






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






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






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






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






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






9. The starting box where you add details needed.






10. Imitates theatrical spot light - Can be focused






11. Scaling all directions at once.






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






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






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






15. The front - side - top views.






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






17. The connection between a shader and texture.






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






19. The 3D view of your shot.






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






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






22. Defines where material is transparent - AKA Scalar Maps






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






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






25. The darkest color an object will ever be.






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






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






28. Has sepcular - Used for really shiny objects






29. Image or color that wraps around the model.






30. A texture that was taken from a file.






31. Software written specifically for that studio.






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






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






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






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






36. Modified shape to specular






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






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






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






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






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






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






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






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






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






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






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






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






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






50. 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.