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






2. Imitates theatrical spot light - Can be focused






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






4. Has sepcular - Used for really shiny objects






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. The starting box where you add details needed.






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






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






9. The darkest color an object will ever be.






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






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






12. The front - side - top views.






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






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






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






16. Scaling all directions at once.






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






18. Software written specifically for that studio.






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






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






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






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


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






24. A texture that was taken from a file.






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






26. The connection between a shader and texture.






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






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






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






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






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






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






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






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






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






36. Modified shape to specular






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






38. Defines where material is transparent - AKA Scalar Maps






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






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






41. Has specular - Fall off differs from Blinn






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






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






44. Polygons - NURBS - SubDs






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






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






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






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






49. The 3D view of your shot.






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