Test your basic knowledge |

Maya 3D Computer Modeling

Subject : it-skills
  • 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. Imitates rectangular neon light source - Light comes out of source area

2. 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.

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

4. The starting box where you add details needed.

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

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

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

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

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

10. Has sepcular - Used for really shiny objects

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

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

13. A texture that was taken from a file.

14. Defines where material is transparent - AKA Scalar Maps

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

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

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

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

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

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

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

22. Image or color that wraps around the model.

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

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

25. The 3D view of your shot.

26. Has specular - Fall off differs from Blinn

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

28. The darkest color an object will ever be.

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

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

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

32. The connection between a shader and texture.

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

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

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

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

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

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

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

40. Software written specifically for that studio.

41. Modified shape to specular

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

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

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

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

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

47. The front - side - top views.

48. Polygons - NURBS - SubDs

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

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