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. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






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






8. Scaling all directions at once.






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






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






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






12. Modified shape to specular






13. Software written specifically for that studio.






14. The front - side - top views.






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






16. Has sepcular - Used for really shiny objects






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






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


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






20. Image or color that wraps around the model.






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






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






23. Imitates theatrical spot light - Can be focused






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






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






26. A texture that was taken from a file.






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






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






29. The connection between a shader and texture.






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






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






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






33. 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.






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






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






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






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






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






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






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






41. The darkest color an object will ever be.






42. The 3D view of your shot.






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






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






45. Polygons - NURBS - SubDs






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






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






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






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






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