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. Polygons - NURBS - SubDs






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






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






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






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






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






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






8. Has specular - Fall off differs from Blinn






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






10. Imitates theatrical spot light - Can be focused






11. Scaling all directions at once.






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






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






14. Image or color that wraps around the model.






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






16. Defines where material is transparent - AKA Scalar Maps






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






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






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






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


21. The front - side - top views.






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






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






24. Modified shape to specular






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






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






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






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






29. Software written specifically for that studio.






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






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






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






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






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






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






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






37. The 3D view of your shot.






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






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






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






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






42. Has sepcular - Used for really shiny objects






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






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






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






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






47. The starting box where you add details needed.






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






49. 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.






50. A texture that was taken from a file.