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






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


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






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






5. Modified shape to specular






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






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






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






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






10. 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.






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






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






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






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






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






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






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






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






19. Defines where material is transparent - AKA Scalar Maps






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






21. The connection between a shader and texture.






22. A texture that was taken from a file.






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






24. The 3D view of your shot.






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






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






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






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






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






30. Imitates theatrical spot light - Can be focused






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






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






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






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






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






36. Scaling all directions at once.






37. The front - side - top views.






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






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






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






41. The starting box where you add details needed.






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






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






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






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






46. Polygons - NURBS - SubDs






47. Image or color that wraps around the model.






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






49. Has sepcular - Used for really shiny objects






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