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 darkest color an object will ever be.






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






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






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






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






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






7. Image or color that wraps around the model.






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






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






10. The connection between a shader and texture.






11. Has specular - Fall off differs from Blinn






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






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






14. Imitates theatrical spot light - Can be focused






15. The front - side - top views.






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






17. The 3D view of your shot.






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






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






20. Has sepcular - Used for really shiny objects






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






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






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






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






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


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






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






28. The starting box where you add details needed.






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






30. Scaling all directions at once.






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






32. Defines where material is transparent - AKA Scalar Maps






33. A texture that was taken from a file.






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






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






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






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






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






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






40. 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.






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






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






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






44. Software written specifically for that studio.






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






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






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






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






49. Polygons - NURBS - SubDs






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