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






3. A texture that was taken from a file.






4. Has sepcular - Used for really shiny objects






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






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






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






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






9. Polygons - NURBS - SubDs






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






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






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






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






14. Has specular - Fall off differs from Blinn






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






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






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






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






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






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






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






22. Software written specifically for that studio.






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


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






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






26. Imitates theatrical spot light - Can be focused






27. The darkest color an object will ever be.






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






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






30. Scaling all directions at once.






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






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






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






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






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






36. The connection between a shader and texture.






37. Modified shape to specular






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






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






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






41. The starting box where you add details needed.






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






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






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






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






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. 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.






48. Image or color that wraps around the model.






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






50. The front - side - top views.