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






3. Imitates theatrical spot light - Can be focused






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






5. Software written specifically for that studio.






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






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






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






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






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






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






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






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






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


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






16. The connection between a shader and texture.






17. A texture that was taken from a file.






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






19. Has specular - Fall off differs from Blinn






20. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






26. Image or color that wraps around the model.






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






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






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






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






31. Has sepcular - Used for really shiny objects






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






33. The starting box where you add details needed.






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






35. The 3D view of your shot.






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






37. Scaling all directions at once.






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






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






40. The front - side - top views.






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






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






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






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






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






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






47. The darkest color an object will ever be.






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






49. Modified shape to specular






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