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






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






3. Imitates theatrical spot light - Can be focused






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






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






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






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






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






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






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


12. Polygons - NURBS - SubDs






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






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






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






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






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






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






19. The 3D view of your shot.






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






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






22. Software written specifically for that studio.






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






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






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






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






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






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






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






30. Has specular - Fall off differs from Blinn






31. 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.






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






33. The front - side - top views.






34. Has sepcular - Used for really shiny objects






35. Scaling all directions at once.






36. The darkest color an object will ever be.






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






38. A texture that was taken from a file.






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






40. Image or color that wraps around the model.






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






42. The starting box where you add details needed.






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






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






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






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






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






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






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






50. Defines where material is transparent - AKA Scalar Maps