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






2. Has sepcular - Used for really shiny objects






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






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






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






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






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






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






9. Has specular - Fall off differs from Blinn






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






11. The 3D view of your shot.






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






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






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






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






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






17. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






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






24. Imitates theatrical spot light - Can be focused






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






26. The front - side - top views.






27. Scaling all directions at once.






28. Polygons - NURBS - SubDs






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






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






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






32. The starting box where you add details needed.






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






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






35. Software written specifically for that studio.






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






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






38. 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.






39. The connection between a shader and texture.






40. Image or color that wraps around the model.






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


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






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






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






45. The darkest color an object will ever be.






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






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






48. A texture that was taken from a file.






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






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