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






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






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






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






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






6. Image or color that wraps around the model.






7. A texture that was taken from a file.






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






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






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






11. Defines where material is transparent - AKA Scalar Maps






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






13. The connection between a shader and texture.






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






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


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






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






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






19. Has sepcular - Used for really shiny objects






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






21. The 3D view of your shot.






22. The starting box where you add details needed.






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






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






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






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






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






29. The front - side - top views.






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






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






32. Has specular - Fall off differs from Blinn






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






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






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






36. The darkest color an object will ever be.






37. Polygons - NURBS - SubDs






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






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






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






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






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






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






44. Modified shape to specular






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






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






47. Imitates theatrical spot light - Can be focused






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






49. Software written specifically for that studio.






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