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






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






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






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






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






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






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






8. The starting box where you add details needed.






9. Has sepcular - Used for really shiny objects






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






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






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






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






14. The 3D view of your shot.






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






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






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






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






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


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






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






22. 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.






23. Modified shape to specular






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






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






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






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






28. The connection between a shader and texture.






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






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






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






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






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






34. Software written specifically for that studio.






35. Defines where material is transparent - AKA Scalar Maps






36. A texture that was taken from a file.






37. Has specular - Fall off differs from Blinn






38. Image or color that wraps around the model.






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






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






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






42. Polygons - NURBS - SubDs






43. Scaling all directions at once.






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






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






46. The front - side - top views.






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






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






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






50. Imitates theatrical spot light - Can be focused