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






2. Modified shape to specular






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






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






5. Defines where material is transparent - AKA Scalar Maps






6. The connection between a shader and texture.






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






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






9. Scaling all directions at once.






10. Polygons - NURBS - SubDs






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






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






13. Imitates theatrical spot light - Can be focused






14. 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.






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






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






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






18. The starting box where you add details needed.






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






20. Has sepcular - Used for really shiny objects






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






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






23. Software written specifically for that studio.






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






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






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






27. The darkest color an object will ever be.






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






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






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






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






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






33. Image or color that wraps around the model.






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






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






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


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






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






39. The front - side - top views.






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






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






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






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






44. The 3D view of your shot.






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






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






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






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






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






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