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






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






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






6. Scaling all directions at once.






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






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


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






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






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






12. Image or color that wraps around the model.






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






14. The front - side - top views.






15. Modified shape to specular






16. The 3D view of your shot.






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






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






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






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






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






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






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






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






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






26. The starting box where you add details needed.






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






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






29. Polygons - NURBS - SubDs






30. The connection between a shader and texture.






31. Has sepcular - Used for really shiny objects






32. Software written specifically for that studio.






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






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






35. Imitates theatrical spot light - Can be focused






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






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






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






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






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






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






42. A texture that was taken from a file.






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






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






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






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






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






48. Defines where material is transparent - AKA Scalar Maps






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






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