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






2. The 3D view of your shot.






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






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






5. Polygons - NURBS - SubDs






6. The front - side - top views.






7. The connection between a shader and texture.






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






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






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






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






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






13. Imitates theatrical spot light - Can be focused






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






15. Software written specifically for that studio.






16. 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.






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






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






19. The darkest color an object will ever be.






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






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






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






23. A texture that was taken from a file.






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






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






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






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






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






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






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






31. Has specular - Fall off differs from Blinn






32. Modified shape to specular






33. Image or color that wraps around the model.






34. The starting box where you add details needed.






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


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






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






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






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






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






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






42. Scaling all directions at once.






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






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






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






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






47. Has sepcular - Used for really shiny objects






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






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






50. Defines where material is transparent - AKA Scalar Maps