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






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. A light that is being emitted in all directions.






4. Imitates theatrical spot light - Can be focused






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


6. Modified shape to specular






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






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






9. The front - side - top views.






10. Software written specifically for that studio.






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






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






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






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






15. The darkest color an object will ever be.






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






17. The 3D view of your shot.






18. Has sepcular - Used for really shiny objects






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






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






21. A texture that was taken from a file.






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






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






24. Has specular - Fall off differs from Blinn






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






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






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






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






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






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






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






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






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






34. Scaling all directions at once.






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






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






37. The starting box where you add details needed.






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






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






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






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






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






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






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






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






46. The connection between a shader and texture.






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






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






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






50. Defines where material is transparent - AKA Scalar Maps