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






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






3. A texture that was taken from a file.






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






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






6. The 3D view of your shot.






7. The front - side - top views.






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






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






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






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






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






13. Software written specifically for that studio.






14. The starting box where you add details needed.






15. Polygons - NURBS - SubDs






16. Modified shape to specular






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






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






19. Has sepcular - Used for really shiny objects






20. Scaling all directions at once.






21. The darkest color an object will ever be.






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






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






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






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






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






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


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






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






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






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






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






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






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






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






36. Image or color that wraps around the model.






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






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






39. Has specular - Fall off differs from Blinn






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






41. 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.






42. The connection between a shader and texture.






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






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






45. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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