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 light that is being emitted in all directions.






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






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






4. Image or color that wraps around the model.






5. The front - side - top views.






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






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






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






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






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






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






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






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






15. Software written specifically for that studio.






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






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






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






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


20. Modified shape to specular






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






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






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






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






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






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






27. The darkest color an object will ever be.






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






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






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






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






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






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






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






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






36. Scaling all directions at once.






37. Defines where material is transparent - AKA Scalar Maps






38. The starting box where you add details needed.






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






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






41. Polygons - NURBS - SubDs






42. The 3D view of your shot.






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






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






45. Has specular - Fall off differs from Blinn






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






47. Imitates theatrical spot light - Can be focused






48. Has sepcular - Used for really shiny objects






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






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