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. 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.






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






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






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






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


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






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






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






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






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






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






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






13. Scaling all directions at once.






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






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






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






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






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






19. The starting box where you add details needed.






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






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






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






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






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






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






26. A texture that was taken from a file.






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






28. Image or color that wraps around the model.






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






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






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






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






33. Has sepcular - Used for really shiny objects






34. The darkest color an object will ever be.






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






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






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






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






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






40. Software written specifically for that studio.






41. Imitates theatrical spot light - Can be focused






42. Defines where material is transparent - AKA Scalar Maps






43. Has specular - Fall off differs from Blinn






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






45. The front - side - top views.






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






47. The connection between a shader and texture.






48. The 3D view of your shot.






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






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