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






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






3. Polygons - NURBS - SubDs






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






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






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






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






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






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






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






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






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






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






14. Has sepcular - Used for really shiny objects






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






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






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






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






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






20. Has specular - Fall off differs from Blinn






21. Defines where material is transparent - AKA Scalar Maps






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






23. Image or color that wraps around the model.






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






25. The front - side - top views.






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






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






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






29. The 3D view of your shot.






30. 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.






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






32. Imitates theatrical spot light - Can be focused






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






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






35. The starting box where you add details needed.






36. Software written specifically for that studio.






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






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






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






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






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






42. The darkest color an object will ever be.






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






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






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






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






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






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






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


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