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 light used to simulate sunlight and works by rotation.






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






3. Polygons - NURBS - SubDs






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






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






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






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






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






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






10. Defines where material is transparent - AKA Scalar Maps






11. Has specular - Fall off differs from Blinn






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






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. The connection between a shader and texture.






15. Imitates theatrical spot light - Can be focused






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






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






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






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






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






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






22. A texture that was taken from a file.






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






24. Has sepcular - Used for really shiny objects






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






26. The front - side - top views.






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






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






29. The 3D view of your shot.






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






31. 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.






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






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






34. Modified shape to specular






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






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






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






38. Software written specifically for that studio.






39. Image or color that wraps around the model.






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






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


42. Scaling all directions at once.






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






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






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






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






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






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






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






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