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. Off-the-shelf software that anyone uses.






2. The 3D view of your shot.






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






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






5. Software written specifically for that studio.






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






7. 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.






8. Polygons - NURBS - SubDs






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






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






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






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






13. Scaling all directions at once.






14. Imitates theatrical spot light - Can be focused






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






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






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






18. The front - side - top views.






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






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






21. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






27. Image or color that wraps around the model.






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






29. The darkest color an object will ever be.






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






31. Modified shape to specular






32. The starting box where you add details needed.






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






34. A texture that was taken from a file.






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






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






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






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






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






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






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






42. The connection between a shader and texture.






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






44. Has specular - Fall off differs from Blinn






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






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






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






48. Has sepcular - Used for really shiny objects






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






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