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






2. 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.






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






4. The connection between a shader and texture.






5. The 3D view of your shot.






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






7. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






13. Modified shape to specular






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






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






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






17. The darkest color an object will ever be.






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






19. Scaling all directions at once.






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






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






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






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






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






25. The starting box where you add details needed.






26. Image or color that wraps around the model.






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






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






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






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






32. Has sepcular - Used for really shiny objects






33. Has specular - Fall off differs from Blinn






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






35. Polygons - NURBS - SubDs






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






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


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






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






40. Software written specifically for that studio.






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






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






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






44. A texture that was taken from a file.






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






46. Imitates theatrical spot light - Can be focused






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






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






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






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