Test your basic knowledge |

Maya 3D Computer Modeling

Subject : it-skills
  • 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. Do alter silhouette edge of object - Require higher tesselation of surface

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

3. Has sepcular - Used for really shiny objects

4. The front - side - top views.

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

6. Image or color that wraps around the model.

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

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

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

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

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

12. The connection between a shader and texture.

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

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

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

16. Modified shape to specular

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

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

19. Polygons - NURBS - SubDs

20. A texture that was taken from a file.

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

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

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

24. The starting box where you add details needed.

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

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

27. Software written specifically for that studio.

28. The darkest color an object will ever be.

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

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

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

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

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

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

35. Has specular - Fall off differs from Blinn

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

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

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

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

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

41. 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.

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

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

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

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

46. Imitates theatrical spot light - Can be focused

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

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

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

50. Scaling all directions at once.