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






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






4. The connection between a shader and texture.






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






6. Has specular - Fall off differs from Blinn






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






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






9. Has sepcular - Used for really shiny objects






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






11. A texture that was taken from a file.






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






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






14. Scaling all directions at once.






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


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






17. Image or color that wraps around the model.






18. Software written specifically for that studio.






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






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






21. Imitates theatrical spot light - Can be focused






22. The 3D view of your shot.






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






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






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






26. Polygons - NURBS - SubDs






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






42. Modified shape to specular






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






44. 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.






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






46. The starting box where you add details needed.






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






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






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






50. Defines where material is transparent - AKA Scalar Maps