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






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






4. A texture that was taken from a file.






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






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






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






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






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






10. The connection between a shader and texture.






11. The front - side - top views.






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






13. Imitates theatrical spot light - Can be focused






14. Has specular - Fall off differs from Blinn






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






16. Modified shape to specular






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






18. Has sepcular - Used for really shiny objects






19. Polygons - NURBS - SubDs






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






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






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






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






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






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






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






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






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






29. The 3D view of your shot.






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






31. Defines where material is transparent - AKA Scalar Maps






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






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






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






35. The starting box where you add details needed.






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






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






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






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






40. The darkest color an object will ever be.






41. Scaling all directions at once.






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






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






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






45. Software written specifically for that studio.






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






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






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






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






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