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. The 3D view of your shot.






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






3. Scaling all directions at once.






4. Has sepcular - Used for really shiny objects






5. Software written specifically for that studio.






6. Polygons - NURBS - SubDs






7. The front - side - top views.






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






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






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






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






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






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






14. Has specular - Fall off differs from Blinn






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






16. The darkest color an object will ever be.






17. Defines where material is transparent - AKA Scalar Maps






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


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






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






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






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






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






24. Imitates theatrical spot light - Can be focused






25. The connection between a shader and texture.






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






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






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






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






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






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






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






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






34. A texture that was taken from a file.






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






36. 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.






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






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






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






40. The starting box where you add details needed.






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






42. Modified shape to specular






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






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






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






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






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






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






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






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