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. Image or color that wraps around the model.






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






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






4. Defines where material is transparent - AKA Scalar Maps






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






6. Has specular - Fall off differs from Blinn






7. Has sepcular - Used for really shiny objects






8. Software written specifically for that studio.






9. Modified shape to specular






10. The connection between a shader and texture.






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






12. The 3D view of your shot.






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






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






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






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






17. 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.






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






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






20. A texture that was taken from a file.






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






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






23. The starting box where you add details needed.






24. Scaling all directions at once.






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






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






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






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






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






30. Imitates theatrical spot light - Can be focused






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






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






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






34. The darkest color an object will ever be.






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






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






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






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






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






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






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






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


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






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






45. Polygons - NURBS - SubDs






46. The front - side - top views.






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






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






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






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