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






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






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






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






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






7. 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.






8. Software written specifically for that studio.






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






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






11. Imitates theatrical spot light - Can be focused






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






13. Has specular - Fall off differs from Blinn






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






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






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


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






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






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






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






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






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






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






24. The front - side - top views.






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






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






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






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






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






30. The starting box where you add details needed.






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






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






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






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






35. Polygons - NURBS - SubDs






36. Has sepcular - Used for really shiny objects






37. Modified shape to specular






38. The 3D view of your shot.






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






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






42. A texture that was taken from a file.






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






44. Image or color that wraps around the model.






45. Scaling all directions at once.






46. The connection between a shader and texture.






47. Defines where material is transparent - AKA Scalar Maps






48. The darkest color an object will ever be.






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






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