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






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






3. Modified shape to specular






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






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






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






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. Imitates theatrical spot light - Can be focused






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






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






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






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






13. Polygons - NURBS - SubDs






14. The starting box where you add details needed.






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






16. A texture that was taken from a file.






17. Has sepcular - Used for really shiny objects






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






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






20. The darkest color an object will ever be.






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






22. Software written specifically for that studio.






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






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






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






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






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


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






29. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






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






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






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






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






39. 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.






40. Has specular - Fall off differs from Blinn






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






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






43. The connection between a shader and texture.






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






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






46. The 3D view of your shot.






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






48. Scaling all directions at once.






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






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