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. Modified shape to specular






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






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






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






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


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






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






9. Software written specifically for that studio.






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






11. A texture that was taken from a file.






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






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






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






15. The darkest color an object will ever be.






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






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






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






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






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






21. Has sepcular - Used for really shiny objects






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






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






24. Has specular - Fall off differs from Blinn






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






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






27. Defines where material is transparent - AKA Scalar Maps






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






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






30. The starting box where you add details needed.






31. The 3D view of your shot.






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






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






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






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






36. Imitates theatrical spot light - Can be focused






37. The front - side - top views.






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






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






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






41. Polygons - NURBS - SubDs






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






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






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






45. Image or color that wraps around the model.






46. Scaling all directions at once.






47. The connection between a shader and texture.






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






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






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