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






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






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






5. Has specular - Fall off differs from Blinn






6. The front - side - top views.






7. Image or color that wraps around the model.






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






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






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






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






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






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






14. Polygons - NURBS - SubDs






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






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


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






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






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






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






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






22. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






28. The 3D view of your shot.






29. Has sepcular - Used for really shiny objects






30. Modified shape to specular






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






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






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






34. The connection between a shader and texture.






35. Scaling all directions at once.






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






37. The starting box where you add details needed.






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






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






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






41. Imitates theatrical spot light - Can be focused






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






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






44. A texture that was taken from a file.






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






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






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






48. Software written specifically for that studio.






49. The darkest color an object will ever be.






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