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. Image or color that wraps around the model.






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






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






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






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






6. Scaling all directions at once.






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






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






9. 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.






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






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






12. Has sepcular - Used for really shiny objects






13. The front - side - top views.






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






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






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






17. Polygons - NURBS - SubDs






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






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






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






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






22. A texture that was taken from a file.






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






24. Imitates theatrical spot light - Can be focused






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






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






27. Defines where material is transparent - AKA Scalar Maps






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






29. The 3D view of your shot.






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






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






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






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






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






35. The darkest color an object will ever be.






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


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






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






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






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






41. Software written specifically for that studio.






42. Has specular - Fall off differs from Blinn






43. The connection between a shader and texture.






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






45. The starting box where you add details needed.






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






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






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






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






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