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. The front - side - top views.






2. A texture that was taken from a file.






3. The 3D view of your shot.






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






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






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


7. The connection between a shader and texture.






8. Polygons - NURBS - SubDs






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






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






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






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






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






14. Defines where material is transparent - AKA Scalar Maps






15. 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.






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






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






19. The darkest color an object will ever be.






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






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






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






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






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






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






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






27. Software written specifically for that studio.






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






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






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






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






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






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






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






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






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






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






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






39. Has sepcular - Used for really shiny objects






40. The starting box where you add details needed.






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






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






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






44. Modified shape to specular






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






46. Imitates theatrical spot light - Can be focused






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






48. Has specular - Fall off differs from Blinn






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






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