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. Off-the-shelf software that anyone uses.






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






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






5. The starting box where you add details needed.






6. Has specular - Fall off differs from Blinn






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






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






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






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






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






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






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






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






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






16. The darkest color an object will ever be.






17. Imitates theatrical spot light - Can be focused






18. Polygons - NURBS - SubDs






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






20. The connection between a shader and texture.






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






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






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






24. The front - side - top views.






25. Modified shape to specular






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






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






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






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






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






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






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






33. Scaling all directions at once.






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






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






36. The 3D view of your shot.






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






39. 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.






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






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


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






43. Image or color that wraps around the model.






44. Has sepcular - Used for really shiny objects






45. A texture that was taken from a file.






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






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






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






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






50. Defines where material is transparent - AKA Scalar Maps