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. A texture that was taken from a file.






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






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






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






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






6. Modified shape to specular






7. Scaling all directions at once.






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






9. Has sepcular - Used for really shiny objects






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






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






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






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






14. The starting box where you add details needed.






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






16. The connection between a shader and texture.






17. Has specular - Fall off differs from Blinn






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






19. The darkest color an object will ever be.






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


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






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






23. The 3D view of your shot.






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






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






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






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






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






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






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






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






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






33. Defines where material is transparent - AKA Scalar Maps






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






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






36. Polygons - NURBS - SubDs






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






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






39. Software written specifically for that studio.






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






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






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






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






44. Image or color that wraps around the model.






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






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






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






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






49. The front - side - top views.






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