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 texture that was taken from a file.






2. Has specular - Fall off differs from Blinn






3. The front - side - top views.






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






5. Software written specifically for that studio.






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






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






8. The 3D view of your shot.






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






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






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






12. The connection between a shader and texture.






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






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






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






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






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






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






19. Modified shape to specular






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






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. Defines where material is transparent - AKA Scalar Maps






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






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






25. Imitates theatrical spot light - Can be focused






26. The starting box where you add details needed.






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






28. Has sepcular - Used for really shiny objects






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






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






31. The darkest color an object will ever be.






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






33. Polygons - NURBS - SubDs






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






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






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






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


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






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






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






41. Scaling all directions at once.






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






43. Image or color that wraps around the model.






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






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






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






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






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






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






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