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






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






3. Imitates theatrical spot light - Can be focused






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






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






6. Software written specifically for that studio.






7. The 3D view of your shot.






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






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






10. The connection between a shader and texture.






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






12. The front - side - top views.






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






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






15. Image or color that wraps around the model.






16. Modified shape to specular






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






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






19. 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.






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






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






22. A texture that was taken from a file.






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






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






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






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






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






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






29. Polygons - NURBS - SubDs






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






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






32. Scaling all directions at once.






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






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






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






36. The starting box where you add details needed.






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






38. The darkest color an object will ever be.






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






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


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






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






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






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






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






46. Has specular - Fall off differs from Blinn






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






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






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






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