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. The 3D view of your shot.






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






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






4. A texture that was taken from a file.






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






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






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






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






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






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






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






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






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






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






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






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






17. Polygons - NURBS - SubDs






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






19. Scaling all directions at once.






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






21. Image or color that wraps around the model.






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






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






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






25. The connection between a shader and texture.






26. The starting box where you add details needed.






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






28. Imitates theatrical spot light - Can be focused






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


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






31. Defines where material is transparent - AKA Scalar Maps






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






33. Software written specifically for that studio.






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






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






36. Has sepcular - Used for really shiny objects






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






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






39. The darkest color an object will ever be.






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






41. Has specular - Fall off differs from Blinn






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






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






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






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






46. Modified shape to specular






47. The front - side - top views.






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






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






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