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 sepcular - Used for really shiny objects






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






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






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






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






7. Has specular - Fall off differs from Blinn






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






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






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






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






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






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






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






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






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






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






18. Software written specifically for that studio.






19. The darkest color an object will ever be.






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






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






22. The front - side - top views.






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






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






25. Defines where material is transparent - AKA Scalar Maps






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


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






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






29. A texture that was taken from a file.






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






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






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






33. The 3D view of your shot.






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






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






36. Polygons - NURBS - SubDs






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






38. Modified shape to specular






39. The starting box where you add details needed.






40. Image or color that wraps around the model.






41. Scaling all directions at once.






42. Imitates theatrical spot light - Can be focused






43. The connection between a shader and texture.






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






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






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






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






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






49. 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.






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