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






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






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






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






5. Software written specifically for that studio.






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






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






8. Has specular - Fall off differs from Blinn






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






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. Do not alter silhouette edge of object - Implied texture






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






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






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






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






16. The darkest color an object will ever be.






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






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






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






20. Defines where material is transparent - AKA Scalar Maps






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






23. Has sepcular - Used for really shiny objects






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






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


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






27. A texture that was taken from a file.






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






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






30. The connection between a shader and texture.






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






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






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






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






35. Polygons - NURBS - SubDs






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






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






38. Modified shape to specular






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






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






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






42. Image or color that wraps around the model.






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






44. Scaling all directions at once.






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






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






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






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






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






50. The starting box where you add details needed.