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