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3D Modeling Terminology
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Extrusion
A modeling technique where a face or edge is extended outwards from a model, creating new faces along the direction of extrusion.
Rigging
The process of creating a skeleton or structure to give a 3D model mobility for animation.
Keyframe
A frame in an animation that marks the start or end points of a transition in an animated sequence.
Normal
A perpendicular vector to a face or vertex that affects how light interacts with the surface to create shading and effects.
Ray Tracing
A rendering technique that simulates the physical behavior of light to achieve photorealistic images.
Texture
An image mapped onto the surface of a 3D model to give it color, pattern, or surface detail.
Bevel
A modeling operation that creates a softened edge by adding extra geometry around an edge or vertex.
Ik (Inverse Kinematics)
An algorithm used in 3D animation that calculates the position of limbs to reach a certain point without manually setting each joint.
Mesh
A collection of vertices, edges, and faces that defines the shape of a 3D object.
Rendering
The process of generating a photorealistic or non-photorealistic image from a 3D model by computing light interaction and other effects.
Z-Buffering
A rendering technique that manages depth coordinates in 3D graphics, ensuring the correct layering of objects.
NURBS
Non-Uniform Rational B-Splines, a type of mathematical model that represents curves and surfaces in 3D space.
Booleans
Operations in 3D modeling that combine different shapes through union, subtraction, and intersection.
Edge
A straight line that connects two vertices in a 3D shape or model.
Topology
The arrangement and flow of vertices, edges, and faces in a 3D model, important for deformations and animation.
Alpha Blending
A process that combines an image with a background to create partial or full transparency.
Bump Map
A texture that simulates surface bumps and wrinkles without modifying the actual shape of a 3D model.
UV Mapping
The process of projecting a 2D image to a 3D model's surface for texturing.
Ambient Occlusion
A shading method that darkens areas where ambient light is occluded or blocked, enhancing depth and realism.
LOD (Level of Detail)
A technique used to manage the complexity of a 3D model by adjusting the number of polygons based on its distance from the camera.
Shader
A program that tells a computer how to draw something in a specific and unique way, especially in terms of light and color.
Displacement Map
A texture that uses grayscale values to add geometric detail and texture to a 3D model by displacing vertices.
Sculpting
A 3D modeling technique that simulates the process of sculpting physical materials like clay.
Vertex
A single point defined by coordinates in 3D space, used as the basic unit of 3D models.
Subdivision Surface
A method of creating a smooth surface by recursively subdividing faces of a mesh to add detail and curvature.
Wireframe
A visual representation of a 3D model that only shows the edges and not the surfaces.
Voxel
A volumetric pixel that represents value on a regular grid in three-dimensional space, used in volumetric rendering.
Face
A flat surface enclosed by edges, typically forming a triangle or quadrilateral, that makes up a 3D model.
Polygon
A flat, 2D shape within a 3D model that is defined by three or more vertices.
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