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






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






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






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






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






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






7. Polygons - NURBS - SubDs






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






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






10. Defines where material is transparent - AKA Scalar Maps






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






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






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






14. Software written specifically for that studio.






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






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






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






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






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






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






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






22. The 3D view of your shot.






23. The front - side - top views.






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






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






26. The darkest color an object will ever be.






27. Imitates theatrical spot light - Can be focused






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






29. Modified shape to specular






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






31. A texture that was taken from a file.






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






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






34. Scaling all directions at once.






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






36. 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.






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






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






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






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






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






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






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






44. Image or color that wraps around the model.






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






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






47. Has specular - Fall off differs from Blinn






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






49. The connection between a shader and texture.






50. Has sepcular - Used for really shiny objects