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. Polygons - NURBS - SubDs






2. 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.






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






4. Has sepcular - Used for really shiny objects






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






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






7. Software written specifically for that studio.






8. Has specular - Fall off differs from Blinn






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






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






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






12. The darkest color an object will ever be.






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






14. Modified shape to specular






15. The front - side - top views.






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






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


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






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






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






21. A texture that was taken from a file.






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






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






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






25. Scaling all directions at once.






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






27. Imitates theatrical spot light - Can be focused






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






29. The starting box where you add details needed.






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






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






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






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






34. Image or color that wraps around the model.






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






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






37. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






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






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






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






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






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






49. The 3D view of your shot.






50. The connection between a shader and texture.