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. Has sepcular - Used for really shiny objects






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






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






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






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






6. The connection between a shader and texture.






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






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






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






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






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






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






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






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






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






16. A texture that was taken from a file.






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






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






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






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






21. 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.






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






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






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


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






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






27. Defines where material is transparent - AKA Scalar Maps






28. Image or color that wraps around the model.






29. Imitates theatrical spot light - Can be focused






30. The starting box where you add details needed.






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






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






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






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






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






36. Scaling all directions at once.






37. Modified shape to specular






38. The front - side - top views.






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






40. Has specular - Fall off differs from Blinn






41. Software written specifically for that studio.






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






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






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






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






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






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






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






49. Polygons - NURBS - SubDs






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