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






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






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






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






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


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






7. Software written specifically for that studio.






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






9. Image or color that wraps around the model.






10. The starting box where you add details needed.






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






12. Polygons - NURBS - SubDs






13. The front - side - top views.






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






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






16. The 3D view of your shot.






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






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






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






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






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






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






23. The darkest color an object will ever be.






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






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






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






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






28. The connection between a shader and texture.






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






30. Has specular - Fall off differs from Blinn






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






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






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






34. Has sepcular - Used for really shiny objects






35. Imitates theatrical spot light - Can be focused






36. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






42. Modified shape to specular






43. Scaling all directions at once.






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






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






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






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






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






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