3D Modeling and Lighting Vocabulary

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Flashcards to help you review vocabulary related to 3D modeling and lighting.

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91 Terms

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Contextual menu

A menu that changes depending on the operation or the object selected.

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Edge

A line on the edge of a polygon connected by at least two vertices.

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Frame

One image in a series of images that comprise an animation.

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Frame rate

The number of frames per second in an animation.

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Grid

Regularly spaced lines in the viewport that define the origin, or center, of the 3D world and regular intervals.

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Main menu

The main textual menu at the top of the screen, containing almost all the functions of the program.

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Object attributes

The settings associated with an object.

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Orthographic view

Either a two-dimensional projection of a 3D object (top, side, front) or a collection of four views - top, side, front and perspective.

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Perspective view

A view of the objects on the scene that simulates perspective, or most closely resemble human vision.

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Playhead

The graphic line in the timeline that shows the current frame in the animation track.

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Polygon

A plane bounded by at least three edges.

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Scene outliner

An interactive list of all the objects in the scene.

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Script(computing)

A short program that changes the functionality of the software or performs a specific function to save time.

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Shortcut menu

A customizable and contextual menu that appears at the location of the cursor when a shortcut is used.

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Time code

A display of an animation in hours, minutes, seconds, frames, as opposed to just frames.

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Timeline

An area in the interface that allows the user to view and manage the frames in an animation.

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Toolbar

A collection of icon-based shortcuts to various software functions.

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Units

The operating measurements of dimension in the scene, e.g. centimeters or inches.

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User interface (UI)

The graphic environment through which the user operates the program.

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Vertex

A distinct point in space with a definite position defined as an x, y and z number.

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Viewport

The space in the UI where the user interacts with the 3D objects.

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Workspace

The layout of the various UI elements arranged for a specific purpose or user.

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Axis

Infinite line representing one dimension in 3D space.

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Bevel/Chamfer

Create an angled face between the adjacent faces of a 3D solid object.

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Coordinate

Any point along an axis.

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Cut/Multicut

Create additional edges that divide a face into multiple faces.

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Edge

A line that connects two vertices and defines the edge of one two-dimensional section of an object.

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Edge loop

All edges in a direct line connected end-to-end.

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Extrude

Move a face in the direction of Normal, creating additional faces between the edges and the original edge location.

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Face

Two-dimensional polygon that is defined by at least three edges that intersect at vertices.

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N-gon

Polygon that consists of more than four vertices.

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Normals

Used to define which side of a face or vertex is considered the “out” side.

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Object orientation

Coordinate planes are aligned with a selected object.

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Offset/Inset

Create and scale a connected copy of all edges along the plane of a face.

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Plane

Two-dimensional space that combines all points within two axes.

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Polygon

Face of an object that consists of lines and vertices.

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Primitives

Simple objects in 3D space. These would include basic shapes like cubes, cones, and spheres.

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Quad

Four-sided polygon that has exactly four vertices that are connected by edges.

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Scale

Size and position of objects relative to each other or to the design space.

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Select and Move

Change the location of an object, line, or vertex alone one or more axes.

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Select and Rotate

Change the rotation of an object, line, or vertex relative to a coordinate plane.

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Select and Scale

Change the size of an object, line, or vertex relative to one or more coordinate planes.

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Snap

Designate a fixed increment for transformations.

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Transform

Change the properties of an object in the design space. (e.g., move, rotate, and scale.)

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Tri

Three-sided polygon that has exactly three vertices that are connected by edges.

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Vertex

Location in 3D space used to designate the end of a line or an intersection between two lines.

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World orientation

Coordinate planes are aligned with the design space.

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Attaching

Joining two or more separate objects together to create a unified model.

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Boolean operations

Modeling techniques that use union, difference, or intersection of shapes to create complex geometry.

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Bridge

Creating a smooth connection between two separate edge loops or sets of edges.

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Concept art

Artwork that represents the character or creature's design and appearance.

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Connect

Joining two or more edges or vertices to form a new face.

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Custom topology

Creating a unique and optimized mesh structure to improve deformation and control during animation.

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Edge flow

The arrangement and direction of edges in the model to control deformation and maintain smooth surfaces.

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Edge loops

A continuous loop of connected edges used to add detail and control the flow of geometry.

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Extrude

Extending the faces or edges of a 3D object to add depth and detail.

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Import

The process of bringing external files or reference images into the 3D modeling software.

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Loft

Creating a smooth transition between two or more shapes or curves.

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Loop cutting

Adding new edge loops to the model to increase detail and refine the topology.

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Merging

Combining separate geometry into a single connected object.

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Material

The visual appearance applied to the surface of the model, including color, reflectivity, and transparency.

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Reference materials

Images or artwork used as a visual guide during the modeling process to maintain accuracy and consistency.

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Reference planes

Planes set up in the 3D modeling software to display reference images for the model.

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Retopology

The process of creating a new, cleaner mesh over an existing high-resolution sculpt or mesh.

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Revolve

Creating geometry by rotating a profile around an axis to form a symmetrical shape.

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Smooth

Apply a smoothing algorithm to a 3D model, resulting in a more polished and visually appealing appearance.

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Smooth preview

A display mode that shows a smoothed version of the model in the viewport without permanently altering the geometry.

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Spline

A smooth curve used as a path or guide for extruding or other operations.

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Subdivide surface

A modeling technique that smooths and refines the mesh by subdividing its faces.

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Symmetry

Modeling one side of the character or object and automatically mirroring the changes to the other side.

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3-Pointlighting setup

A classic lighting setup commonly used in studio photography and cinematography.

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Ambientlighting

Simulates the light that is scattered or reflected from various surfaces and fills the environment.

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Artificial lighting

Lighting from physical lights in a scene like a lamp or sconce.

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Backlight

The third light in the 3-point lighting setup, behind the subject, creates a rim highlight separating the subject from the background.

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Bounce lighting

Also indirect lighting, simulates the light that bounces off surfaces and illuminates the scene.

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Contrast

The difference in light between the brightest and darkest part of a composition.

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Directlighting

Light rays traveling in a straight line from the light source to the surface.

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Exterior lighting

The lighting setup for an outside scene.

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Fill light

The secondary weaker light in front of a subject in a 3-point lighting setup, opposite the key light.

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Hard light

Light shining directly on a subject, creates hard defined shadows.

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High Dynamic Range Image (HDRI)

an image format that captures a wide range of light information, allowing for more realistic and accurate lighting in virtual scenes.

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High key lighting

Minimal contrast difference in a scene.

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Interior lighting

The lighting setup for an indoor scene.

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Key light

The main bright light in front of a subject in a 3-point lighting setup.

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Lighting

All the illumination in the scene working together.

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Lighting setups

Ways of using lights in a scene to create a specific lighting result.

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Low key lighting

Large contrast difference in the scene.

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Mood lighting

Lighting prioritizes evoking specific emotions or atmospheres in a scene rather than real-world accuracy.

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Natural lighting

Lighting from the sky or sun.

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Realistic lighting

Lighting aims to accurately simulate how light behaves in the real world.

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Softlight

Diffuse light, creates shadows with a gradient or softer edge that wraps the subject.