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






2. The front - side - top views.






3. The 3D view of your shot.






4. Has specular - Fall off differs from Blinn






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






6. 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.






7. The starting box where you add details needed.






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






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






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






11. Software written specifically for that studio.






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






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






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






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






16. The darkest color an object will ever be.






17. Polygons - NURBS - SubDs






18. Defines where material is transparent - AKA Scalar Maps






19. Scaling all directions at once.






20. Modified shape to specular






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






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






23. Has sepcular - Used for really shiny objects






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






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






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






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






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






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






30. The connection between a shader and texture.






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






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






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






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






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






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






37. Imitates theatrical spot light - Can be focused






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






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






40. Image or color that wraps around the model.






41. A texture that was taken from a file.






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






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






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






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






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






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






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






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.