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. The starting box where you add details needed.






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






3. Polygons - NURBS - SubDs






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






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






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






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






8. Has sepcular - Used for really shiny objects






9. Imitates theatrical spot light - Can be focused






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






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






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






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


14. Has specular - Fall off differs from Blinn






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






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






17. A texture that was taken from a file.






18. Image or color that wraps around the model.






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






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






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






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






23. 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.






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






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






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






27. The 3D view of your shot.






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






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






30. Scaling all directions at once.






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






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






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






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






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






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






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






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






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






40. The darkest color an object will ever be.






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






42. The front - side - top views.






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






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






45. Defines where material is transparent - AKA Scalar Maps






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






47. Software written specifically for that studio.






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






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






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