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






2. The 3D view of your shot.






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






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






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






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






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






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






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






10. Has sepcular - Used for really shiny objects






11. A texture that was taken from a file.






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






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






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






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






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






17. Software written specifically for that studio.






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


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






20. The front - side - top views.






21. Polygons - NURBS - SubDs






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






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






24. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






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






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






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






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






34. The darkest color an object will ever be.






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






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






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






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






39. Modified shape to specular






40. The connection between a shader and texture.






41. 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.






42. Scaling all directions at once.






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






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






45. Has specular - Fall off differs from Blinn






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






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






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






49. The starting box where you add details needed.






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