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. Image or color that wraps around the model.






2. Has sepcular - Used for really shiny objects






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






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






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






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






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






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






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






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






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






12. The starting box where you add details needed.






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






14. Scaling all directions at once.






15. Polygons - NURBS - SubDs






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






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






18. 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.






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






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






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






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






23. The 3D view of your shot.






24. A texture that was taken from a file.






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






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






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






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






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






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






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






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






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






34. Defines where material is transparent - AKA Scalar Maps






35. Modified shape to specular






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






37. The front - side - top views.






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






39. The darkest color an object will ever be.






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






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






42. The connection between a shader and texture.






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






44. Imitates theatrical spot light - Can be focused






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






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






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






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






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






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