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. Scaling all directions at once.






2. Polygons - NURBS - SubDs






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






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






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






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






7. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






13. Image or color that wraps around the model.






14. Modified shape to specular






15. The front - side - top views.






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






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






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






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






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






21. The 3D view of your shot.






22. The starting box where you add details needed.






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






24. Imitates theatrical spot light - Can be focused






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






26. Software written specifically for that studio.






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






28. A texture that was taken from a file.






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






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






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






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






33. 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.






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






35. Has specular - Fall off differs from Blinn






36. Has sepcular - Used for really shiny objects






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






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






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






40. The connection between a shader and texture.






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






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






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






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






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






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






47. The darkest color an object will ever be.






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






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






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