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. The front - side - top views.






2. The 3D view of your shot.






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






4. Has sepcular - Used for really shiny objects






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






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






7. The connection between a shader and texture.






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






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






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






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






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






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






14. Modified shape to specular






15. Imitates theatrical spot light - Can be focused






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






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






18. A texture that was taken from a file.






19. The darkest color an object will ever be.






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






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






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






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


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






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






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






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






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






29. Scaling all directions at once.






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






31. Polygons - NURBS - SubDs






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






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






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






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






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






37. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






43. Image or color that wraps around the model.






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






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






46. 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.






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






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






49. Has specular - Fall off differs from Blinn






50. The starting box where you add details needed.