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. Has specular - Fall off differs from Blinn






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






3. The 3D view of your shot.






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






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






6. Image or color that wraps around the model.






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






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






9. 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.






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






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






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






13. The darkest color an object will ever be.






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






15. Software written specifically for that studio.






16. Modified shape to specular






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






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






19. The starting box where you add details needed.






20. Imitates theatrical spot light - Can be focused






21. A texture that was taken from a file.






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






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






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






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






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






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


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






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






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






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






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






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






34. Polygons - NURBS - SubDs






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






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






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






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






39. The front - side - top views.






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






41. Defines where material is transparent - AKA Scalar Maps






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






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






44. Scaling all directions at once.






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






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






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






48. The connection between a shader and texture.






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






50. Has sepcular - Used for really shiny objects