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 light that is being emitted in all directions.






2. The starting box where you add details needed.






3. Imitates theatrical spot light - Can be focused






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






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






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






7. Has sepcular - Used for really shiny objects






8. The front - side - top views.






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






10. 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.






11. A texture that was taken from a file.






12. Has specular - Fall off differs from Blinn






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






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






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






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






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






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






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






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






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






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






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






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






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






26. The darkest color an object will ever be.






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






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






29. Image or color that wraps around the model.






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


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






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






33. Modified shape to specular






34. The 3D view of your shot.






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






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






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






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






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






40. Scaling all directions at once.






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






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






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






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






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






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. The connection between a shader and texture.






48. Defines where material is transparent - AKA Scalar Maps






49. Polygons - NURBS - SubDs






50. Software written specifically for that studio.