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. Off-the-shelf software that anyone uses.






2. Has specular - Fall off differs from Blinn






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






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






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






6. Has sepcular - Used for really shiny objects






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






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






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






10. A texture that was taken from a file.






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






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






13. The darkest color an object will ever be.






14. Scaling all directions at once.






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






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






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






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






19. Polygons - NURBS - SubDs






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






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






22. The connection between a shader and texture.






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






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






25. The front - side - top views.






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






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






28. The starting box where you add details needed.






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






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






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


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






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






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






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






36. The 3D view of your shot.






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






38. Modified shape to specular






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






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






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






42. Imitates theatrical spot light - Can be focused






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






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






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






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






47. Image or color that wraps around the model.






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






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






50. Defines where material is transparent - AKA Scalar Maps