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






2. Imitates theatrical spot light - Can be focused






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






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






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






6. The starting box where you add details needed.






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






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






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


10. 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.






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






12. The front - side - top views.






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






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






16. The darkest color an object will ever be.






17. The 3D view of your shot.






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






19. Image or color that wraps around the model.






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






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






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






23. Has sepcular - Used for really shiny objects






24. Has specular - Fall off differs from Blinn






25. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






30. The connection between a shader and texture.






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






32. A texture that was taken from a file.






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






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






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






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






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






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 container that has either a shader - texture - etc.






42. Modified shape to specular






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






44. Software written specifically for that studio.






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






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






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






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






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






50. Polygons - NURBS - SubDs