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 darkest color an object will ever be.






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






3. Imitates theatrical spot light - Can be focused






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






5. Polygons - NURBS - SubDs






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






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






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






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






11. Has sepcular - Used for really shiny objects






12. The 3D view of your shot.






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






14. Modified shape to specular






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


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






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






18. Scaling all directions at once.






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






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






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






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






23. Software written specifically for that studio.






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






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






26. A texture that was taken from a file.






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






28. 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.






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






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






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






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






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






34. Image or color that wraps around the model.






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






36. The front - side - top views.






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






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






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






40. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






46. The starting box where you add details needed.






47. The connection between a shader and texture.






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






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






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