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. Off-the-shelf software that anyone uses.






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






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






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






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






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






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






8. Modified shape to specular






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






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






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






12. Software written specifically for that studio.






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






14. The 3D view of your shot.






15. The front - side - top views.






16. A texture that was taken from a file.






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






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






19. Has sepcular - Used for really shiny objects






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






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






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






23. Image or color that wraps around the model.






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






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






26. The darkest color an object will ever be.






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






28. The starting box where you add details needed.






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


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






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






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






33. Scaling all directions at once.






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






35. Has specular - Fall off differs from Blinn






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






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






38. The connection between a shader and texture.






39. 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.






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






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






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






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






44. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






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