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






2. Scaling all directions at once.






3. Image or color that wraps around the model.






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






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






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






7. 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.






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






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






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






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






12. Software written specifically for that studio.






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






14. Has specular - Fall off differs from Blinn






15. The 3D view of your shot.






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






17. Polygons - NURBS - SubDs






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






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






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






21. Imitates theatrical spot light - Can be focused






22. The starting box where you add details needed.






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






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






25. Has sepcular - Used for really shiny objects






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






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






28. Modified shape to specular






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 darkest color an object will ever be.






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


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






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






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






35. The front - side - top views.






36. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






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






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






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






45. A texture that was taken from a file.






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






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






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






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






50. The connection between a shader and texture.