Test your basic knowledge |

Maya 3D Computer Modeling

Subject : it-skills
  • 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. Do alter silhouette edge of object - Require higher tesselation of surface

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

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

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

5. A texture that was taken from a file.

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

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

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

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

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

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

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

14. The 3D view of your shot.

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

16. Modified shape to specular

17. The darkest color an object will ever be.

18. Imitates theatrical spot light - Can be focused

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

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

21. Polygons - NURBS - SubDs

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

23. The starting box where you add details needed.

24. Has sepcular - Used for really shiny objects

25. 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.

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

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

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

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

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

31. Defines where material is transparent - AKA Scalar Maps

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

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

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

35. The connection between a shader and texture.

36. The front - side - top views.

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

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

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

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

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

42. Has specular - Fall off differs from Blinn

43. Software written specifically for that studio.

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

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

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

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

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

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

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