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






2. The darkest color an object will ever be.






3. Has specular - Fall off differs from Blinn






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






5. Polygons - NURBS - SubDs






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






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






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






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






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






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






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






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






14. The front - side - top views.






15. Defines where material is transparent - AKA Scalar Maps






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






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






18. The 3D view of your shot.






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






20. Imitates theatrical spot light - Can be focused






21. The starting box where you add details needed.






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






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






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






25. Modified shape to specular






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


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






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






29. The connection between a shader and texture.






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






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






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






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






34. Image or color that wraps around the model.






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






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






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






38. Scaling all directions at once.






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






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






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






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






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






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






46. Software written specifically for that studio.






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






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






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






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