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. Has specular - Fall off differs from Blinn






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






3. Defines where material is transparent - AKA Scalar Maps






4. Image or color that wraps around the model.






5. The connection between a shader and texture.






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






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






8. Polygons - NURBS - SubDs






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






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


11. Scaling all directions at once.






12. The front - side - top views.






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






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






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






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






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






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






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






20. A texture that was taken from a file.






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






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






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






24. The 3D view of your shot.






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






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






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






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






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






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






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






32. Software written specifically for that studio.






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






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






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






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






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






40. The starting box where you add details needed.






41. Has sepcular - Used for really shiny objects






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






43. Modified shape to specular






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






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






46. Imitates theatrical spot light - Can be focused






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






48. 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.






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






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