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






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






3. The 3D view of your shot.






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






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






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






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






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






9. The front - side - top views.






10. Has sepcular - Used for really shiny objects






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






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






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






14. 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.






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






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






17. The darkest color an object will ever be.






18. Imitates theatrical spot light - Can be focused






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






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






21. Scaling all directions at once.






22. The connection between a shader and texture.






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






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






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






26. The starting box where you add details needed.






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






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






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






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


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






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






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






34. A texture that was taken from a file.






35. Software written specifically for that studio.






36. Has specular - Fall off differs from Blinn






37. Defines where material is transparent - AKA Scalar Maps






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






39. Image or color that wraps around the model.






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






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






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






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






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






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






46. Polygons - NURBS - SubDs






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






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






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






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