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






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






3. Scaling all directions at once.






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






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






6. 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.






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


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






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






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






11. The front - side - top views.






12. Modified shape to specular






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






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






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






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






17. Has sepcular - Used for really shiny objects






18. Polygons - NURBS - SubDs






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






20. The starting box where you add details needed.






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






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






23. The connection between a shader and texture.






24. Software written specifically for that studio.






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






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






27. The darkest color an object will ever be.






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






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






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






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






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






33. Has specular - Fall off differs from Blinn






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






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






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






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






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






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






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






41. The 3D view of your shot.






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






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






44. Imitates theatrical spot light - Can be focused






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






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






47. Defines where material is transparent - AKA Scalar Maps






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






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






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






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