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 light that is being emitted in all directions.






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






3. The 3D view of your shot.






4. Polygons - NURBS - SubDs






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






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


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






8. The darkest color an object will ever be.






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






10. Imitates theatrical spot light - Can be focused






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






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






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






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






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






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






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






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






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






20. The front - side - top views.






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






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






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






24. The connection between a shader and texture.






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






26. Software written specifically for that studio.






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






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






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






30. A texture that was taken from a file.






31. Modified shape to specular






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






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






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






35. The starting box where you add details needed.






36. Defines where material is transparent - AKA Scalar Maps






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






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






39. Image or color that wraps around the model.






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






41. Has specular - Fall off differs from Blinn






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






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






44. Has sepcular - Used for really shiny objects






45. 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.






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






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






48. Scaling all directions at once.






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






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