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






2. Polygons - NURBS - SubDs






3. 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.






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






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


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






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






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






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






10. The starting box where you add details needed.






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






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






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






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






15. Imitates theatrical spot light - Can be focused






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






17. The connection between a shader and texture.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






33. Has sepcular - Used for really shiny objects






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






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






36. Software written specifically for that studio.






37. The 3D view of your shot.






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






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






40. Modified shape to specular






41. Defines where material is transparent - AKA Scalar Maps






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






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






44. Scaling all directions at once.






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






46. The darkest color an object will ever be.






47. A texture that was taken from a file.






48. The front - side - top views.






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






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