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






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






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






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






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






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






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






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






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






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






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






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






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






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






15. Imitates theatrical spot light - Can be focused






16. The 3D view of your shot.






17. Software written specifically for that studio.






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






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






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






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


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






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






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






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






26. 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.






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






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






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






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






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






32. The darkest color an object will ever be.






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






34. The connection between a shader and texture.






35. The starting box where you add details needed.






36. Has sepcular - Used for really shiny objects






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






38. The front - side - top views.






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






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






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






42. A texture that was taken from a file.






43. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






48. Image or color that wraps around the model.






49. Modified shape to specular






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