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. Apply more than one material on object depending on transparency






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






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






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






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






6. Scaling all directions at once.






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






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






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






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






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






12. The 3D view of your shot.






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






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






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






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






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






18. The front - side - top views.






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






20. The connection between a shader and texture.






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






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






23. Image or color that wraps around the model.






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






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






26. 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.






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






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






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


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






31. Software written specifically for that studio.






32. Has sepcular - Used for really shiny objects






33. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






38. Modified shape to specular






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






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






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






42. Imitates theatrical spot light - Can be focused






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






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






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






46. Polygons - NURBS - SubDs






47. Has specular - Fall off differs from Blinn






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






49. The darkest color an object will ever be.






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