Test your basic knowledge |

Maya 3D Computer Modeling

Subject : it-skills
  • 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. Modified shape to specular

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

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

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

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

6. Defines where material is transparent - AKA Scalar Maps

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

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

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

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

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

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

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

14. Software written specifically for that studio.

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

16. The connection between a shader and texture.

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

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

19. The 3D view of your shot.

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

21. Image or color that wraps around the model.

22. 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.

23. Scaling all directions at once.

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

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

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

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

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

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

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

31. The front - side - top views.

32. Has specular - Fall off differs from Blinn

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

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

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

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

37. The starting box where you add details needed.

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

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

40. The darkest color an object will ever be.

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

42. Has sepcular - Used for really shiny objects

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

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

45. Imitates theatrical spot light - Can be focused

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

47. A texture that was taken from a file.

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

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

50. Polygons - NURBS - SubDs