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. Do not alter silhouette edge of object - Implied texture






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






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






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






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






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






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






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






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






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






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






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






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






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






15. The front - side - top views.






16. Image or color that wraps around the model.






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






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






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






20. The connection between a shader and texture.






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






22. Has sepcular - Used for really shiny objects






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






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






25. 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.






26. The darkest color an object will ever be.






27. Scaling all directions at once.






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






29. Has specular - Fall off differs from Blinn






30. Modified shape to specular






31. Defines where material is transparent - AKA Scalar Maps






32. Software written specifically for that studio.






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






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






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






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






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






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






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






40. The starting box where you add details needed.






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






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






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






44. The 3D view of your shot.






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






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






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






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






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






50. Imitates theatrical spot light - Can be focused