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. The starting box where you add details needed.






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






3. Software written specifically for that studio.






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






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






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






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






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






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






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






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






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






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






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


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






16. Scaling all directions at once.






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






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






19. Polygons - NURBS - SubDs






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






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






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






23. The front - side - top views.






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






25. Image or color that wraps around the model.






26. A texture that was taken from a file.






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






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






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






30. The connection between a shader and texture.






31. Modified shape to specular






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






33. Defines where material is transparent - AKA Scalar Maps






34. The darkest color an object will ever be.






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






36. The 3D view of your shot.






37. 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.






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






39. Imitates theatrical spot light - Can be focused






40. Has specular - Fall off differs from Blinn






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






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






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






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






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






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






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






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






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