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. The 3D view of your shot.






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






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






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






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






7. Image or color that wraps around the model.






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. The darkest color an object will ever be.






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






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






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






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






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






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






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






17. Modified shape to specular






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






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






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






21. A texture that was taken from a file.






22. Software written specifically for that studio.






23. Scaling all directions at once.






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






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






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






27. 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.






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






29. Polygons - NURBS - SubDs






30. The starting box where you add details needed.






31. Has sepcular - Used for really shiny objects






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






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






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






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






36. Has specular - Fall off differs from Blinn






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






38. Defines where material is transparent - AKA Scalar Maps






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






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


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






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






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






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






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






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






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






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






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






50. The connection between a shader and texture.