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






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






3. 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.






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






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






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






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






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






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






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






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






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






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. Has specular - Fall off differs from Blinn






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






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






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






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






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






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






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






22. The 3D view of your shot.






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






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






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






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






27. The darkest color an object will ever be.






28. Imitates theatrical spot light - Can be focused






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






30. Scaling all directions at once.






31. Modified shape to specular






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


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






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






35. The connection between a shader and texture.






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






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






38. Has sepcular - Used for really shiny objects






39. A texture that was taken from a file.






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






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






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






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






44. Image or color that wraps around the model.






45. Polygons - NURBS - SubDs






46. Software written specifically for that studio.






47. The front - side - top views.






48. Defines where material is transparent - AKA Scalar Maps






49. The starting box where you add details needed.






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