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






2. The front - side - top views.






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


4. The starting box where you add details needed.






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






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






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. Image or color that wraps around the model.






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






10. Polygons - NURBS - SubDs






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






12. Defines where material is transparent - AKA Scalar Maps






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






14. Software written specifically for that studio.






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






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






17. Imitates theatrical spot light - Can be focused






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






19. Has sepcular - Used for really shiny objects






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






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






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






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






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






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






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






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






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






30. Scaling all directions at once.






31. A texture that was taken from a file.






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






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






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






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






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






37. Has specular - Fall off differs from Blinn






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






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






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






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






42. The connection between a shader and texture.






43. Modified shape to specular






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






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






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






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






48. 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.






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






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