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


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






3. The starting box where you add details needed.






4. Polygons - NURBS - SubDs






5. 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.






6. Modified shape to specular






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






8. Has sepcular - Used for really shiny objects






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






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






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






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






13. Scaling all directions at once.






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






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






16. The connection between a shader and texture.






17. Has specular - Fall off differs from Blinn






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






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






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






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






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






23. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






29. The darkest color an object will ever be.






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






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






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






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






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






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






38. The front - side - top views.






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






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






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






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






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






44. Imitates theatrical spot light - Can be focused






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






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






47. Image or color that wraps around the model.






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






49. The 3D view of your shot.






50. Software written specifically for that studio.






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