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






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






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






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






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






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






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






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






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






10. Modified shape to specular






11. Software written specifically for that studio.






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






13. 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.






14. The darkest color an object will ever be.






15. Defines where material is transparent - AKA Scalar Maps






16. Has specular - Fall off differs from Blinn






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






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






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






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






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






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






23. A texture that was taken from a file.






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






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






26. Image or color that wraps around the model.






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


28. The connection between a shader and texture.






29. The starting box where you add details needed.






30. The 3D view of your shot.






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






32. Imitates theatrical spot light - Can be focused






33. The front - side - top views.






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






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






36. Polygons - NURBS - SubDs






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






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






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






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






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






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






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






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






45. Has sepcular - Used for really shiny objects






46. Scaling all directions at once.






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






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






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






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