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






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






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






4. Defines where material is transparent - AKA Scalar Maps






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






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






7. Software written specifically for that studio.






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






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






10. The connection between a shader and texture.






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






12. Polygons - NURBS - SubDs






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






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






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






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






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






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






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






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






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






22. The starting box where you add details needed.






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






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






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






26. 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.






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






28. A texture that was taken from a file.






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






30. Has specular - Fall off differs from Blinn






31. Modified shape to specular






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






33. Image or color that wraps around the model.






34. The darkest color an object will ever be.






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






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






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






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






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






40. The front - side - top views.






41. The 3D view of your shot.






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






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






44. Imitates theatrical spot light - Can be focused






45. Has sepcular - Used for really shiny objects






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






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






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






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






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