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






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






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






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






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






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






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






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






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






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






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






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






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






14. The starting box where you add details needed.






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






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






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






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






19. Software written specifically for that studio.






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






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






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






23. 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.






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






25. The 3D view of your shot.






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






27. Modified shape to specular






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






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






30. The front - side - top views.






31. Has sepcular - Used for really shiny objects






32. Polygons - NURBS - SubDs






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






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






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






36. A texture that was taken from a file.






37. The darkest color an object will ever be.






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






39. Image or color that wraps around the model.






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






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






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






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


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






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






46. Defines where material is transparent - AKA Scalar Maps






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






48. Imitates theatrical spot light - Can be focused






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






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