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






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






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






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






5. Modified shape to specular






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






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






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






9. The starting box where you add details needed.






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






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






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






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






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






15. Software written specifically for that studio.






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






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






18. The front - side - top views.






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






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






21. Has sepcular - Used for really shiny objects






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






23. Imitates theatrical spot light - Can be focused






24. Has specular - Fall off differs from Blinn






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






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






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






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






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






30. 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.






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






32. Image or color that wraps around the model.






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






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






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






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






37. Scaling all directions at once.






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


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






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






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






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






43. The connection between a shader and texture.






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






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






46. Polygons - NURBS - SubDs






47. Defines where material is transparent - AKA Scalar Maps






48. The 3D view of your shot.






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






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