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. Software written specifically for that studio.






2. Image or color that wraps around the model.






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






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






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






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






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






8. Has specular - Fall off differs from Blinn






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






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






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






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






13. Modified shape to specular






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






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






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






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






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






19. Scaling all directions at once.






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






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






22. Polygons - NURBS - SubDs






23. A texture that was taken from a file.






24. The front - side - top views.






25. 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.






26. Has sepcular - Used for really shiny objects






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






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






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






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






31. The starting box where you add details needed.






32. Imitates theatrical spot light - Can be focused






33. The darkest color an object will ever be.






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






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






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






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






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






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






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






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






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






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






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






45. Defines where material is transparent - AKA Scalar Maps






46. The connection between a shader and texture.






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


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






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






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