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 texture that was taken from a file.






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






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






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






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






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






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






8. 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.






9. Software written specifically for that studio.






10. Imitates theatrical spot light - Can be focused






11. Defines where material is transparent - AKA Scalar Maps






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






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






14. Has specular - Fall off differs from Blinn






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






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






17. The 3D view of your shot.






18. The darkest color an object will ever be.






19. The connection between a shader and texture.






20. Image or color that wraps around the model.






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






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






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






24. The starting box where you add details needed.






25. Has sepcular - Used for really shiny objects






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






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






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






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






30. Scaling all directions at once.






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






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






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






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






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






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






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






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






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






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






41. Modified shape to specular






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






43. Polygons - NURBS - SubDs






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






45. The front - side - top views.






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






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


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






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






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