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






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






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






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






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






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






7. The 3D view of your shot.






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






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






10. Imitates theatrical spot light - Can be focused






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






12. Has specular - Fall off differs from Blinn






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






14. The darkest color an object will ever be.






15. Has sepcular - Used for really shiny objects






16. Modified shape to specular






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


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






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






20. A texture that was taken from a file.






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






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






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






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






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






26. 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.






27. Scaling all directions at once.






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






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






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






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






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






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






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






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






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






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






38. The front - side - top views.






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






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






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






42. The connection between a shader and texture.






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






44. Image or color that wraps around the model.






45. Software written specifically for that studio.






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






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






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






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






50. Polygons - NURBS - SubDs