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. The connection between a shader and texture.






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






3. The darkest color an object will ever be.






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






5. Imitates theatrical spot light - Can be focused






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






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






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






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






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






11. Scaling all directions at once.






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






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






14. Image or color that wraps around the model.






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






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






17. 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.






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






19. The starting box where you add details needed.






20. Defines where material is transparent - AKA Scalar Maps






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






22. The 3D view of your shot.






23. Polygons - NURBS - SubDs






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






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






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






27. Has sepcular - Used for really shiny objects






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






29. Software written specifically for that studio.






30. The front - side - top views.






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






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






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






34. Modified shape to specular






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






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






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






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






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






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


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






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






45. Has specular - Fall off differs from Blinn






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






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






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






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






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