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. Polygons - NURBS - SubDs






2. Software written specifically for that studio.






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






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






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






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






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






8. Image or color that wraps around the model.






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






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






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






12. Has sepcular - Used for really shiny objects






13. Has specular - Fall off differs from Blinn






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






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






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






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






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






19. Scaling all directions at once.






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






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






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






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






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






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






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. Defines where material is transparent - AKA Scalar Maps






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






29. Imitates theatrical spot light - Can be focused






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






31. The starting box where you add details needed.






32. The front - side - top views.






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






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






35. The darkest color an object will ever be.






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






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






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






39. Modified shape to specular






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






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






42. The 3D view of your shot.






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






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






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


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






47. The connection between a shader and texture.






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






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






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