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. Image or color that wraps around the model.






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






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






4. Has sepcular - Used for really shiny objects






5. The darkest color an object will ever be.






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






7. Polygons - NURBS - SubDs






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






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


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






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






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






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






14. The connection between a shader and texture.






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






16. The 3D view of your shot.






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






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






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






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






21. Has specular - Fall off differs from Blinn






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






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






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






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






26. A texture that was taken from a file.






27. 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.






28. The front - side - top views.






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






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






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






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






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






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






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






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






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






38. Defines where material is transparent - AKA Scalar Maps






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






40. Imitates theatrical spot light - Can be focused






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






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






43. Modified shape to specular






44. Scaling all directions at once.






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






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






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






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






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






50. The starting box where you add details needed.