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






2. A texture that was taken from a file.






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






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






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






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






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






8. The starting box where you add details needed.






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






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






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






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






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






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






15. The 3D view of your shot.






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






17. Has specular - Fall off differs from Blinn






18. The front - side - top views.






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






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






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






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






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


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






25. The connection between a shader and texture.






26. Imitates theatrical spot light - Can be focused






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






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






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






30. Image or color that wraps around the model.






31. Polygons - NURBS - SubDs






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






33. Modified shape to specular






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






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






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






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






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






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






40. Defines where material is transparent - AKA Scalar Maps






41. Has sepcular - Used for really shiny objects






42. Scaling all directions at once.






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






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






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






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






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






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






49. The darkest color an object will ever be.






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