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

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

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

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

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

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

7. Polygons - NURBS - SubDs

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

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

10. Defines where material is transparent - AKA Scalar Maps

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

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

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

14. Software written specifically for that studio.

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

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

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

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

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

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

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

22. The 3D view of your shot.

23. The front - side - top views.

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

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

26. The darkest color an object will ever be.

27. Imitates theatrical spot light - Can be focused

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

29. Modified shape to specular

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

31. A texture that was taken from a file.

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

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

34. Scaling all directions at once.

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

36. 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.

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

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

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

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

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

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

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

44. Image or color that wraps around the model.

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

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

47. Has specular - Fall off differs from Blinn

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

49. The connection between a shader and texture.

50. Has sepcular - Used for really shiny objects