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






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






3. 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.






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






5. Scaling all directions at once.






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






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






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






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






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






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






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






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






14. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






20. A texture that was taken from a file.






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






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






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






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






25. The starting box where you add details needed.






26. Polygons - NURBS - SubDs






27. Image or color that wraps around the model.






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






29. Has specular - Fall off differs from Blinn






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






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






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






33. The front - side - top views.






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






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






36. The connection between a shader and texture.






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






38. Software written specifically for that studio.






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






40. The darkest color an object will ever be.






41. The 3D view of your shot.






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






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






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






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






46. Modified shape to specular






47. Has sepcular - Used for really shiny objects






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






49. Imitates theatrical spot light - Can be focused






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