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Section (1 of 2):Questions
2. By changing __________ a user can increase the number of divisions in a lofted object.
3. Two NURBS objects could be combined into one by using ___________ tool.
7. 3D polygon text could be created using ______________ option from the surface menu.
10. ______________ option displays the number of polygons used in the scene.
12. _________________option is used to add two edge loops on either side of the selected
13. A selected object in Maya could be hidden using _______________ short cut key.
15. _______________ is the shortcut key to display subdivision level 3 display in polygons.
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20. _________________ changes the degree of a surface to smooth.
23. The two types of Knot Spacing available in Maya are _________________ and Chordlength.
24. Vertex Face Mode helps to check the _________________ topology at ease.
28. Mirror Geometry tool enables the user to create exact _________________ of the object.
29. A _________________ is a path of polygon faces that are connected in sequence by their
shared edges.
4. Which out of the following tool is not used for adding mode edge loops?
a. Offset edge loop tool
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b. Insert edge loop tool
c. Split polygon tool
d. Merge vertex tool
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b. Split polygon tool
c. Cut face tool
d. Offset edge loop tool
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19. Parent option is under ________________menu set.
a. Edit
b. Modify
c. Select
d. File
20. The _____________________ option is used to split a NURBS curve at selected point.
a. Detach curve
b. Split curve
c. Cut curve
d. Break curve
21. The Pencil Curve tool creates a curve with a large number of ________________.
a. data points
b. faces
c. polygons
d. Objects
22. By default, polygonal meshes display with the Smooth Mesh Preview setting by pressing
________________ key.
a. 2
b. 3
c. 4
d. 5
23. The Sculpt Geometry Tool allows manually sculpt NURBS, polygons, or subdivision surfaces
quickly with the stroke of a ________________.
a. Brush
b. Curve
c. Paint
d. Effect
24. Five different operations using the Sculpt Geometry Tool are________________, pull,
smooth, relax and erase.
a. Push
b. Drag
c. Collapse
d. Extrude
25. The Bevel feature allows chamfer or round the edges of a ________________ mesh.
a. Polygons
b. Nurbs
c. CVs
d. Edit points
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26. Individual polygons could be created using the ________________.
a. Create polygon tool
b. Create hole tool
c. Sculpt geometry tool
d. Extrude face tool
28. A ________________ is a path of vertices that are connected in sequence by their shared
edges.
a. Vertex loop
b. Vertex edge
c. vertex face
d. vertex fill
29. The Select Shortest Edge Path Tool lets the user easily select a path of edges between
________________ vertices on a surface mesh.
a. One
b. Two
c. Three
d. Four
30. Polygonal geometry can have different configurations or ________________ types in Maya.
a. Mesh
b. Topology
c. Geometry
d. Polygons
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5. What are Booleans?
12. Make a list of 5 Edit Mesh tools that are commonly used in polygon modeling.
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4. Explain how Sculpt geometry tool is used.
Question Answer
No.
1 Combine
2 Surface Spans
3 Attach surfaces
4 Fill hole
5 Trim tool
6 Make hole tool
7 Bevel plus
8 Revolve
9 Reverse
10 Poly count
11 Crease tool
12 Offset edge loop tool
13 Ctrl + H
14 topology
15 3
16 Non uniform rational B splines
17 Control vertex
18 Edit points
19 4
20 Cubic
21 V
22 3
23 Uniform
24 Quad
25 N
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26 Edit Polygons
27 Texturing
28 Symmetry
29 Loop
30 Hollow
Question Answer
No.
1 c
2 b
3 c
4 d
5 c
6 b
7 c
8 a
9 b
10 d
11 b
12 c
13 c
14 c
15 d
16 c
17 c
18 a
19 a
20 a
21 a
22 b
23 a
24 a
25 a
26 a
27 a
28 a
29 b
30 b
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Answer the following questions in 5 7 sentences:
4. Procedure for Importing image references as image planes in Maya is as mentioned below:
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Select the orthographic view in which we have to
import the reference
Example: Front
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Constructs a bridging polygon mesh (additional faces) between selected pairs of border
edges on an existing polygon mesh. The resulting bridging polygon mesh is combined with
the original polygon mesh and the edges are merged.
o Bridge type: Controls the profile shape of the bridged region.
Linear path
Smooth path
Smooth path + Curve
o Twist: Rotates the bridging mesh between the originally selected borders. The
default angle is zero. The Twist option is not available when the Bridge type is set
to linear path.
o Taper: Controls the shape of the bridged region along its width.
o Divisions: Specifies the number of equally spaced segments that get created
between the selected border edges.
o Smoothing angle Specifies whether or not the inserted edges on the bridge, as
well as the bridge borders, are automatically softened or hardened when the
operation is complete.
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11. Modeling :
a. In 3D computer graphics, 3D modeling is the process of developing a mathematical
representation of any dimensional surface of an object. The product is called a 3D
model.
b. Types of modeling in Maya are:
i. Polygon modeling
ii. NURBS Modeling
iii. Sub-Div Modeling
c. Models can be organicor inorganic.
d. Models are differentiated as High poly/Low poly depending on number of faced
used to create the model.
e. Models are also differentiated into Hyper realistic, Photo realistic, stylized and Game
models.
16.
a. Individual polygons could be created using the Create Polygon Tool. This tool lets the
user place individual vertices in the scene view to define the shape of an individual
polygon face.
b. The user can then split or extrude the polygon face to create additional polygon
faces that are attached to the first one and build a polygon mesh in that fashion.
c. Create Polygon Tool technique can be useful when the user needs to closely match a
particular shape or outline. For example, if the user needed to model a particular 3D
logotype for an animated logo sequence or trace the outline of a 2D image using a
bitmap image imported onto an image plane as a reference.
17.
a. A normal is a theoretical line that is perpendicular to the surface of a polygon. In
Maya, normals are used to determine the orientation of a polygon face (face
normals), or how the edges of faces will visually appear in relation to each other
when shaded (vertex normals).
b. The front of a polygons face is graphically represented using a vector called the
polygons normal. A normal is a theoretical line representing the direction
perpendicular to a polygonal surface.
18.
A polygon face is planar when: All of its vertices lie in a certain plane. For example, a
triangle face is always planar, because its three points define a plane.
A polygon face is non-planar when: it has more than three vertices, and one or more of
those vertices do not lie in the same plane. When a polygon mesh is comprised of quads
or n-gons it is possible to have non-planar polygon faces.
19.
NURBS surfaces are intrinsically four-sided patches that do not allow for the creation of
holes in the same fashion as polygon surface types. The user can visually simulate
irregular shapes and holes when using NURBS by trimming the surfaces.
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Trimming lets the user visually cut or divide a surface by using a special type of curve
called a curve-on-surface. The user can create a curve-on-surface using a variety of
techniques. When you subsequently trim the surface, the region of the surface that is
trimmed away is not actually discarded. It exists in a hidden form that does not render
or affect modeling. The user can recover the trimmed part of a surface using the Untrim
tool.
20.
Draw a curve representing the cross-section (or profile) of the surface to be created.
Select the curve and choose Surfaces > Revolve
If the user only want to revolve a subsection of the curve, set Curve Range to Partial
In the toolbox, click the Show Manipulator tool to manipulate the surface
8.
Extrusion is a method of adding geometry to a polygon primitive, and one of the
primary tools a modeler uses to begin shaping a mesh.
Extruding a quadrilateral face creates four new polygons to bridge the gap between
its starting and ending position. Extrusion can be difficult to visualize without a
concrete example:
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base and the cap. A similar example might be seen in modeling the legs of a table or
chair.
9.
Subdivision is a way for modelers to add polygonal resolution to a model, either
uniformly or selectively. Because a polygonal model typically starts from a low-
resolution primitive with very few faces, it is almost impossible to produce a finished
model without at least some level of subdivision.
Edge Loops - Resolution can also be added by selectively placing additional edge
loops. An edge loop can be added across any contiguous set of polygonal faces,
subdividing the selected faces without needlessly adding resolution to the rest of the
mesh. Edge loops are typically used to add resolution in regions of a model that
require a level of detail disproportionate to nearby geometry (the knee and elbow
joints of a character model are a prime example, as are lips and eyes).
Edge loops can also be used to prepare a surface for extrusion or uniform
subdivision. When a surface is uniformly subdivided, any hard edges are rounded
and smoothedif a subdivision is required but the modeler would like to maintain
certain hard edges, they can be maintained by placing an edge loop on either side of
the edge in question.
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