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






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






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






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






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






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






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






9. Modified shape to specular






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






11. 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.






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


13. Polygons - NURBS - SubDs






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






15. Has specular - Fall off differs from Blinn






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






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






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






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






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






21. Scaling all directions at once.






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






23. The darkest color an object will ever be.






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






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






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






27. Defines where material is transparent - AKA Scalar Maps






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






29. The front - side - top views.






30. The starting box where you add details needed.






31. Software written specifically for that studio.






32. A texture that was taken from a file.






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






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






35. The 3D view of your shot.






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






37. Has sepcular - Used for really shiny objects






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






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






40. Image or color that wraps around the model.






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






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






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






44. Imitates theatrical spot light - Can be focused






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






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






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






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






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






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