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






2. The darkest color an object will ever be.






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






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






5. Imitates theatrical spot light - Can be focused






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






7. The starting box where you add details needed.






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






9. Scaling all directions at once.






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






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






12. Has sepcular - Used for really shiny objects






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






14. The 3D view of your shot.






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






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






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






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






19. The front - side - top views.






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






21. A texture that was taken from a file.






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






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






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






25. Polygons - NURBS - SubDs






26. 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.






27. Image or color that wraps around the model.






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






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






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






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






32. Defines where material is transparent - AKA Scalar Maps






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






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






35. The connection between a shader and texture.






36. Software written specifically for that studio.






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






38. Modified shape to specular






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






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






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






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






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






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






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






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






47. Has specular - Fall off differs from Blinn






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






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






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