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






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






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






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






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






6. Software written specifically for that studio.






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






8. The starting box where you add details needed.






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






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






11. Modified shape to specular






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






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






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






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






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






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






18. Has specular - Fall off differs from Blinn






19. Polygons - NURBS - SubDs






20. Scaling all directions at once.






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


22. The connection between a shader and texture.






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






24. The front - side - top views.






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






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






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






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






29. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






35. The darkest color an object will ever be.






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






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






38. The 3D view of your shot.






39. A texture that was taken from a file.






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






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






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






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






44. Has sepcular - Used for really shiny objects






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






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






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






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






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






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