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






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






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






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






6. Has specular - Fall off differs from Blinn






7. Modified shape to specular






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






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






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






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






12. Imitates theatrical spot light - Can be focused






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






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






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






16. The darkest color an object will ever be.






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






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






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






20. The connection between a shader and texture.






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






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






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






24. Has sepcular - Used for really shiny objects






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






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






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






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






29. A texture that was taken from a file.






30. The front - side - top views.






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






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






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


34. Software written specifically for that studio.






35. Defines where material is transparent - AKA Scalar Maps






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






37. 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.






38. The 3D view of your shot.






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






40. The starting box where you add details needed.






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






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






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






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






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






46. Scaling all directions at once.






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






48. Polygons - NURBS - SubDs






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






50. Image or color that wraps around the model.