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






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






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






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


5. Has specular - Fall off differs from Blinn






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






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






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






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






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






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






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






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






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






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






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






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






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






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






20. Image or color that wraps around the model.






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






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






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






24. Software written specifically for that studio.






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






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






27. The starting box where you add details needed.






28. The connection between a shader and texture.






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






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






31. Polygons - NURBS - SubDs






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






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






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






35. Modified shape to specular






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






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






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






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






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






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






42. Imitates theatrical spot light - Can be focused






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






44. The 3D view of your shot.






45. A texture that was taken from a file.






46. Defines where material is transparent - AKA Scalar Maps






47. 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.






48. The darkest color an object will ever be.






49. Scaling all directions at once.






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