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. Do not alter silhouette edge of object - Implied texture






2. Defines where material is transparent - AKA Scalar Maps






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






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






5. The 3D view of your shot.






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






7. The darkest color an object will ever be.






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






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






10. A texture that was taken from a file.






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






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. Software written specifically for that studio.






14. The front - side - top views.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






29. Imitates theatrical spot light - Can be focused






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






31. Has specular - Fall off differs from Blinn






32. Has sepcular - Used for really shiny objects






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






34. Image or color that wraps around the model.






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






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






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






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






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






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






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






42. Polygons - NURBS - SubDs






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






44. The connection between a shader and texture.






45. 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.






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






47. Scaling all directions at once.






48. The starting box where you add details needed.






49. Modified shape to specular






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