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. Polygons - NURBS - SubDs






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






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






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






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






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






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






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


9. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






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






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






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






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






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






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






21. The darkest color an object will ever be.






22. A texture that was taken from a file.






23. Imitates theatrical spot light - Can be focused






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






25. The starting box where you add details needed.






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






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






28. The front - side - top views.






29. 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.






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






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






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






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






34. The connection between a shader and texture.






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






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






37. Has sepcular - Used for really shiny objects






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






39. The 3D view of your shot.






40. Image or color that wraps around the model.






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






42. Has specular - Fall off differs from Blinn






43. Scaling all directions at once.






44. Software written specifically for that studio.






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






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






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






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






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






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