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. Software written specifically for that studio.






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






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






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






5. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






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






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






13. The front - side - top views.






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






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






16. Image or color that wraps around the model.






17. The connection between a shader and texture.






18. The starting box where you add details needed.






19. The 3D view of your shot.






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






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






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






23. Modified shape to specular






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






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






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






27. The darkest color an object will ever be.






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






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






30. Imitates theatrical spot light - Can be focused






31. A texture that was taken from a file.






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






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






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






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






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






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






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






39. Has specular - Fall off differs from Blinn






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






41. Has sepcular - Used for really shiny objects






42. 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.






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






44. Polygons - NURBS - SubDs






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






46. Scaling all directions at once.






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






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






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






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