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






2. Polygons - NURBS - SubDs






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






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






5. Imitates theatrical spot light - Can be focused






6. Modified shape to specular






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






8. 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.






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






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






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






12. The front - side - top views.






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






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






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






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






17. The darkest color an object will ever be.






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






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






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






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






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






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


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






25. A texture that was taken from a file.






26. The connection between a shader and texture.






27. The starting box where you add details needed.






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






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






30. Software written specifically for that studio.






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






32. The 3D view of your shot.






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






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






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






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






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






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






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






40. Has specular - Fall off differs from Blinn






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






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






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






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






45. Defines where material is transparent - AKA Scalar Maps






46. Image or color that wraps around the model.






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






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






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






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