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. Defines where material is transparent - AKA Scalar Maps






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






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






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






5. Polygons - NURBS - SubDs






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






7. The connection between a shader and texture.






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






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






10. 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.






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






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






13. The 3D view of your shot.






14. Modified shape to specular






15. The front - side - top views.






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






17. Has specular - Fall off differs from Blinn






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. Image or color that wraps around the model.






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






21. Has sepcular - Used for really shiny objects






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






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






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






25. A texture that was taken from a file.






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






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






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






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






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






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






32. Imitates theatrical spot light - Can be focused






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






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






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






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






37. Scaling all directions at once.






38. Software written specifically for that studio.






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






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






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






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






43. The starting box where you add details needed.






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






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






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






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






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






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


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