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. Do not alter silhouette edge of object - Implied texture

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. Polygons - NURBS - SubDs

5. Image or color that wraps around the model.

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

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

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

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

10. Scaling all directions at once.

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

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

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

14. Defines where material is transparent - AKA Scalar Maps

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

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

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

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

19. Software written specifically for that studio.

20. A texture that was taken from a file.

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

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

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

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

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

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

27. Has specular - Fall off differs from Blinn

28. The 3D view of your shot.

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

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

31. Modified shape to specular

32. The starting box where you add details needed.

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

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

35. Has sepcular - Used for really shiny objects

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

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

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

39. The connection between a shader and texture.

40. 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.

41. The darkest color an object will ever be.

42. Imitates theatrical spot light - Can be focused

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

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

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

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

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

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

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

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