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. Has specular - Fall off differs from Blinn






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






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






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






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






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






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






8. Modified shape to specular






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






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


11. A texture that was taken from a file.






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






13. Image or color that wraps around the model.






14. Scaling all directions at once.






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






16. Polygons - NURBS - SubDs






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






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






19. The front - side - top views.






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






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






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






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






24. The starting box where you add details needed.






25. The connection between a shader and texture.






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






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






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






29. Defines where material is transparent - AKA Scalar Maps






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






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






32. Software written specifically for that studio.






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






34. The 3D view of your shot.






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






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






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






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






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






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






42. 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.






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






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






45. Imitates theatrical spot light - Can be focused






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






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






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






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






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