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 container that has either a shader - texture - etc.






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






3. The starting box where you add details needed.






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






5. The 3D view of your shot.






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






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






8. A texture that was taken from a file.






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






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






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






12. Modified shape to specular






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






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






15. Image or color that wraps around the model.






16. Imitates theatrical spot light - Can be focused






17. Defines where material is transparent - AKA Scalar Maps






18. The front - side - top views.






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






20. Has sepcular - Used for really shiny objects






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






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






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






24. 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.






25. The connection between a shader and texture.






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






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






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






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






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






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






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






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






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






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






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


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






38. Polygons - NURBS - SubDs






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






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






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






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






43. Scaling all directions at once.






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






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






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






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






48. The darkest color an object will ever be.






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






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