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 3D view of your shot.






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






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






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






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






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






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






8. 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.






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






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






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






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


13. Defines where material is transparent - AKA Scalar Maps






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






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






16. A texture that was taken from a file.






17. The connection between a shader and texture.






18. Has sepcular - Used for really shiny objects






19. Has specular - Fall off differs from Blinn






20. Polygons - NURBS - SubDs






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






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






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






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






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






26. Image or color that wraps around the model.






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






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






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






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






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






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






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






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






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






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






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






38. Scaling all directions at once.






39. The front - side - top views.






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






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






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






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






44. Imitates theatrical spot light - Can be focused






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






46. Software written specifically for that studio.






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






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






49. The darkest color an object will ever be.






50. Modified shape to specular