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






2. Software written specifically for that studio.






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






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






5. 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.






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






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






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






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






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






11. A texture that was taken from a file.






12. Defines where material is transparent - AKA Scalar Maps






13. The 3D view of your shot.






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






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






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






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






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






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






20. Has specular - Fall off differs from Blinn






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






22. Modified shape to specular






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






24. Imitates theatrical spot light - Can be focused






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






26. Polygons - NURBS - SubDs






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






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






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






30. The starting box where you add details needed.






31. Image or color that wraps around the model.






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






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






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






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






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






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






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






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






40. Scaling all directions at once.






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






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






43. The darkest color an object will ever be.






44. The connection between a shader and texture.






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






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






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






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






49. The front - side - top views.






50. Has sepcular - Used for really shiny objects