Test your basic knowledge |

Maya 3D Computer Modeling

Subject : it-skills
  • 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. The starting box where you add details needed.

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

3. The darkest color an object will ever be.

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

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

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

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

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

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

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

11. A texture that was taken from a file.

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

13. Has specular - Fall off differs from Blinn

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

15. Modified shape to specular

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

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

18. Has sepcular - Used for really shiny objects

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

20. Imitates theatrical spot light - Can be focused

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

22. Software written specifically for that studio.

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

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

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

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

27. Defines where material is transparent - AKA Scalar Maps

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

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

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

31. Scaling all directions at once.

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

33. The 3D view of your shot.

34. 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.

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

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

37. Polygons - NURBS - SubDs

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

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

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

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

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

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

45. Image or color that wraps around the model.

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

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

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

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

50. The connection between a shader and texture.