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






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






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






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






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






6. Has specular - Fall off differs from Blinn






7. Software written specifically for that studio.






8. Polygons - NURBS - SubDs






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






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






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






12. The darkest color an object will ever be.






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






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






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






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






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






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






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






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






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






22. Defines where material is transparent - AKA Scalar Maps






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






24. Image or color that wraps around the model.






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






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






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






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






29. The connection between a shader and texture.






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






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


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






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






34. The front - side - top views.






35. 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.






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






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






38. A texture that was taken from a file.






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






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






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






42. Scaling all directions at once.






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






44. The 3D view of your shot.






45. The starting box where you add details needed.






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






47. Has sepcular - Used for really shiny objects






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






49. Modified shape to specular






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