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






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






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






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






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






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






7. Polygons - NURBS - SubDs






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






9. A texture that was taken from a file.






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






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






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






13. The 3D view of your shot.






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






15. Scaling all directions at once.






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






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






18. Image or color that wraps around the model.






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






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






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






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






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






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






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






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






27. Imitates theatrical spot light - Can be focused






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






29. 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.






30. The front - side - top views.






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






32. The connection between a shader and texture.






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






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






35. The darkest color an object will ever be.






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






37. Modified shape to specular






38. Has specular - Fall off differs from Blinn






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






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


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






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






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






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






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






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






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






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






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






50. The starting box where you add details needed.