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. Polygons - NURBS - SubDs






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






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






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


5. The 3D view of your shot.






6. The starting box where you add details needed.






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






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






9. Modified shape to specular






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






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






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






13. The front - side - top views.






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






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






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






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






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






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






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






21. Has sepcular - Used for really shiny objects






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






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






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






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






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






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






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






29. 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.






30. Image or color that wraps around the model.






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






32. A texture that was taken from a file.






33. Scaling all directions at once.






34. Imitates theatrical spot light - Can be focused






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






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






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






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






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






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






41. The darkest color an object will ever be.






42. Has specular - Fall off differs from Blinn






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






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






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






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






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






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






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