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






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






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






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






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






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






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






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






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






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






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






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






13. The darkest color an object will ever be.






14. 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.






15. A texture that was taken from a file.






16. The connection between a shader and texture.






17. Scaling all directions at once.






18. The 3D view of your shot.






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






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






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






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






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






24. Has sepcular - Used for really shiny objects






25. Modified shape to specular






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






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






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






29. Imitates theatrical spot light - Can be focused






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






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






32. Defines where material is transparent - AKA Scalar Maps






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






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






35. The starting box where you add details needed.






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


37. Polygons - NURBS - SubDs






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






39. Has specular - Fall off differs from Blinn






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






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






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






43. Image or color that wraps around the model.






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






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






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






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






48. The front - side - top views.






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






50. Software written specifically for that studio.