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. A texture that was taken from a file.






2. The front - side - top views.






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






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






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






6. Has sepcular - Used for really shiny objects






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






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






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






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






12. The darkest color an object will ever be.






13. Modified shape to specular






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






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






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






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






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






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






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






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






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






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






24. Defines where material is transparent - AKA Scalar Maps






25. The 3D view of your shot.






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






27. Has specular - Fall off differs from Blinn






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






29. The starting box where you add details needed.






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






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






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


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






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






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






36. Scaling all directions at once.






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






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






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






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






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






42. Imitates theatrical spot light - Can be focused






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






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






45. 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.






46. Image or color that wraps around the model.






47. Polygons - NURBS - SubDs






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






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






50. The connection between a shader and texture.