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






2. Has specular - Fall off differs from Blinn






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






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






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






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






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






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






9. Image or color that wraps around the model.






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






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






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






13. 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.






14. Has sepcular - Used for really shiny objects






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






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






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






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






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






20. The 3D view of your shot.






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






22. Modified shape to specular






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






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






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






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






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






28. Imitates theatrical spot light - Can be focused






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






30. The front - side - top views.






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






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






33. The darkest color an object will ever be.






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






35. The connection between a shader and texture.






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






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






38. Software written specifically for that studio.






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






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






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






42. A texture that was taken from a file.






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


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






45. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






50. Scaling all directions at once.