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






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






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






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






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






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






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






8. Polygons - NURBS - SubDs






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






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






11. The 3D view of your shot.






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






13. The front - side - top views.






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


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






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






17. Modified shape to specular






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






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






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






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






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






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






24. Defines where material is transparent - AKA Scalar Maps






25. 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.






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






27. Software written specifically for that studio.






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






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






30. The starting box where you add details needed.






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






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






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






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






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






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






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






38. A texture that was taken from a file.






39. The connection between a shader and texture.






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






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






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






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






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






45. Has sepcular - Used for really shiny objects






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






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






48. Scaling all directions at once.






49. Image or color that wraps around the model.






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