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






2. Has specular - Fall off differs from Blinn






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






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






5. Defines where material is transparent - AKA Scalar Maps






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






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






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






9. The 3D view of your shot.






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






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






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






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






14. Software written specifically for that studio.






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






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






17. Polygons - NURBS - SubDs






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






19. The darkest color an object will ever be.






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






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






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






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






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






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


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






27. The connection between a shader and texture.






28. The front - side - top views.






29. Modified shape to specular






30. Imitates theatrical spot light - Can be focused






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






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






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






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






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






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






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






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






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






40. The starting box where you add details needed.






41. Scaling all directions at once.






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






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






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






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






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






47. 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.






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






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






50. Has sepcular - Used for really shiny objects