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. Scaling all directions at once.






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






3. A texture that was taken from a file.






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






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






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






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






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






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






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






11. The darkest color an object will ever be.






12. 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.






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






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






15. Polygons - NURBS - SubDs






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






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






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






19. The 3D view of your shot.






20. Software written specifically for that studio.






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






22. Has sepcular - Used for really shiny objects






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






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






25. The front - side - top views.






26. The connection between a shader and texture.






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






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






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






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






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






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






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






34. Defines where material is transparent - AKA Scalar Maps






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






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






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. Image or color that wraps around the model.






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






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






41. The starting box where you add details needed.






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






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






44. Has specular - Fall off differs from Blinn






45. Modified shape to specular






46. Imitates theatrical spot light - Can be focused






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






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






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






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