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. Imitates theatrical spot light - Can be focused






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






3. Modified shape to specular






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






5. The connection between a shader and texture.






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






7. A texture that was taken from a file.






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






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






10. Has specular - Fall off differs from Blinn






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






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






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






14. The 3D view of your shot.






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






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






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






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






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






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






21. The front - side - top views.






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






23. Software written specifically for that studio.






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






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






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






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






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






29. The darkest color an object will ever be.






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






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






32. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






37. Polygons - NURBS - SubDs






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






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






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






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


42. 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.






43. Has sepcular - Used for really shiny objects






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






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






46. Image or color that wraps around the model.






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






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






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






50. Scaling all directions at once.