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. 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.






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






3. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






8. A texture that was taken from a file.






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






10. The connection between a shader and texture.






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






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






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






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






15. The darkest color an object will ever be.






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






17. Has sepcular - Used for really shiny objects






18. The starting box where you add details needed.






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






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






21. Image or color that wraps around the model.






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






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






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






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






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






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






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






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






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






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






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






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






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






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






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






37. The 3D view of your shot.






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






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






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






41. Scaling all directions at once.






42. Modified shape to specular






43. Polygons - NURBS - SubDs






44. The front - side - top views.






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


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






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






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






49. Software written specifically for that studio.






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