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






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






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






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






5. 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.






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






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


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






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






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






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






12. Modified shape to specular






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






14. The starting box where you add details needed.






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






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






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






18. The darkest color an object will ever be.






19. Imitates theatrical spot light - Can be focused






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






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






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






23. Image or color that wraps around the model.






24. Polygons - NURBS - SubDs






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






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






27. A texture that was taken from a file.






28. The front - side - top views.






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






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






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






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






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






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






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






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






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






38. The 3D view of your shot.






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






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






41. Defines where material is transparent - AKA Scalar Maps






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






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






44. Has sepcular - Used for really shiny objects






45. The connection between a shader and texture.






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






47. Software written specifically for that studio.






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






49. Scaling all directions at once.






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