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






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






3. Scaling all directions at once.






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






5. The 3D view of your shot.






6. The darkest color an object will ever be.






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






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






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






10. Polygons - NURBS - SubDs






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






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






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






14. Imitates theatrical spot light - Can be focused






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






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






17. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






22. Modified shape to specular






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






24. Has sepcular - Used for really shiny objects






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






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






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






28. The connection between a shader and texture.






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






30. Software written specifically for that studio.






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






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






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






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






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






36. 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.






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






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






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






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






41. A texture that was taken from a file.






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






43. Image or color that wraps around the model.






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






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






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






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






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