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






2. Has sepcular - Used for really shiny objects






3. Modified shape to specular






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






5. 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.






6. Software written specifically for that studio.






7. The front - side - top views.






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






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






10. Polygons - NURBS - SubDs






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






12. The darkest color an object will ever be.






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






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






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






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






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






18. Has specular - Fall off differs from Blinn






19. The 3D view of your shot.






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






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






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






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






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






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






26. Image or color that wraps around the model.






27. The starting box where you add details needed.






28. Defines where material is transparent - AKA Scalar Maps






29. The connection between a shader and texture.






30. Scaling all directions at once.






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






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






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






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






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






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






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






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






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






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






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






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


43. A texture that was taken from a file.






44. Imitates theatrical spot light - Can be focused






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






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






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






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






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






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