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






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






3. The front - side - top views.






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






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






6. Scaling all directions at once.






7. Image or color that wraps around the model.






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






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






10. 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.






11. Software written specifically for that studio.






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






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


14. Defines where material is transparent - AKA Scalar Maps






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






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






17. The 3D view of your shot.






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






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






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






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






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






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






24. Has sepcular - Used for really shiny objects






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






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






27. Has specular - Fall off differs from Blinn






28. The darkest color an object will ever be.






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






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






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






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






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






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






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






36. The starting box where you add details needed.






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






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






39. A texture that was taken from a file.






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






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






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






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






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






45. Polygons - NURBS - SubDs






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






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






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






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






50. Modified shape to specular