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Flashcards to help you review vocabulary related to 3D modeling and lighting.
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Contextual menu
A menu that changes depending on the operation or the object selected.
Edge
A line on the edge of a polygon connected by at least two vertices.
Frame
One image in a series of images that comprise an animation.
Frame rate
The number of frames per second in an animation.
Grid
Regularly spaced lines in the viewport that define the origin, or center, of the 3D world and regular intervals.
Main menu
The main textual menu at the top of the screen, containing almost all the functions of the program.
Object attributes
The settings associated with an object.
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.
Perspective view
A view of the objects on the scene that simulates perspective, or most closely resemble human vision.
Playhead
The graphic line in the timeline that shows the current frame in the animation track.
Polygon
A plane bounded by at least three edges.
Scene outliner
An interactive list of all the objects in the scene.
Script(computing)
A short program that changes the functionality of the software or performs a specific function to save time.
Shortcut menu
A customizable and contextual menu that appears at the location of the cursor when a shortcut is used.
Time code
A display of an animation in hours, minutes, seconds, frames, as opposed to just frames.
Timeline
An area in the interface that allows the user to view and manage the frames in an animation.
Toolbar
A collection of icon-based shortcuts to various software functions.
Units
The operating measurements of dimension in the scene, e.g. centimeters or inches.
User interface (UI)
The graphic environment through which the user operates the program.
Vertex
A distinct point in space with a definite position defined as an x, y and z number.
Viewport
The space in the UI where the user interacts with the 3D objects.
Workspace
The layout of the various UI elements arranged for a specific purpose or user.
Axis
Infinite line representing one dimension in 3D space.
Bevel/Chamfer
Create an angled face between the adjacent faces of a 3D solid object.
Coordinate
Any point along an axis.
Cut/Multicut
Create additional edges that divide a face into multiple faces.
Edge
A line that connects two vertices and defines the edge of one two-dimensional section of an object.
Edge loop
All edges in a direct line connected end-to-end.
Extrude
Move a face in the direction of Normal, creating additional faces between the edges and the original edge location.
Face
Two-dimensional polygon that is defined by at least three edges that intersect at vertices.
N-gon
Polygon that consists of more than four vertices.
Normals
Used to define which side of a face or vertex is considered the “out” side.
Object orientation
Coordinate planes are aligned with a selected object.
Offset/Inset
Create and scale a connected copy of all edges along the plane of a face.
Plane
Two-dimensional space that combines all points within two axes.
Polygon
Face of an object that consists of lines and vertices.
Primitives
Simple objects in 3D space. These would include basic shapes like cubes, cones, and spheres.
Quad
Four-sided polygon that has exactly four vertices that are connected by edges.
Scale
Size and position of objects relative to each other or to the design space.
Select and Move
Change the location of an object, line, or vertex alone one or more axes.
Select and Rotate
Change the rotation of an object, line, or vertex relative to a coordinate plane.
Select and Scale
Change the size of an object, line, or vertex relative to one or more coordinate planes.
Snap
Designate a fixed increment for transformations.
Transform
Change the properties of an object in the design space. (e.g., move, rotate, and scale.)
Tri
Three-sided polygon that has exactly three vertices that are connected by edges.
Vertex
Location in 3D space used to designate the end of a line or an intersection between two lines.
World orientation
Coordinate planes are aligned with the design space.
Attaching
Joining two or more separate objects together to create a unified model.
Boolean operations
Modeling techniques that use union, difference, or intersection of shapes to create complex geometry.
Bridge
Creating a smooth connection between two separate edge loops or sets of edges.
Concept art
Artwork that represents the character or creature's design and appearance.
Connect
Joining two or more edges or vertices to form a new face.
Custom topology
Creating a unique and optimized mesh structure to improve deformation and control during animation.
Edge flow
The arrangement and direction of edges in the model to control deformation and maintain smooth surfaces.
Edge loops
A continuous loop of connected edges used to add detail and control the flow of geometry.
Extrude
Extending the faces or edges of a 3D object to add depth and detail.
Import
The process of bringing external files or reference images into the 3D modeling software.
Loft
Creating a smooth transition between two or more shapes or curves.
Loop cutting
Adding new edge loops to the model to increase detail and refine the topology.
Merging
Combining separate geometry into a single connected object.
Material
The visual appearance applied to the surface of the model, including color, reflectivity, and transparency.
Reference materials
Images or artwork used as a visual guide during the modeling process to maintain accuracy and consistency.
Reference planes
Planes set up in the 3D modeling software to display reference images for the model.
Retopology
The process of creating a new, cleaner mesh over an existing high-resolution sculpt or mesh.
Revolve
Creating geometry by rotating a profile around an axis to form a symmetrical shape.
Smooth
Apply a smoothing algorithm to a 3D model, resulting in a more polished and visually appealing appearance.
Smooth preview
A display mode that shows a smoothed version of the model in the viewport without permanently altering the geometry.
Spline
A smooth curve used as a path or guide for extruding or other operations.
Subdivide surface
A modeling technique that smooths and refines the mesh by subdividing its faces.
Symmetry
Modeling one side of the character or object and automatically mirroring the changes to the other side.
3-Pointlighting setup
A classic lighting setup commonly used in studio photography and cinematography.
Ambientlighting
Simulates the light that is scattered or reflected from various surfaces and fills the environment.
Artificial lighting
Lighting from physical lights in a scene like a lamp or sconce.
Backlight
The third light in the 3-point lighting setup, behind the subject, creates a rim highlight separating the subject from the background.
Bounce lighting
Also indirect lighting, simulates the light that bounces off surfaces and illuminates the scene.
Contrast
The difference in light between the brightest and darkest part of a composition.
Directlighting
Light rays traveling in a straight line from the light source to the surface.
Exterior lighting
The lighting setup for an outside scene.
Fill light
The secondary weaker light in front of a subject in a 3-point lighting setup, opposite the key light.
Hard light
Light shining directly on a subject, creates hard defined shadows.
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.
High key lighting
Minimal contrast difference in a scene.
Interior lighting
The lighting setup for an indoor scene.
Key light
The main bright light in front of a subject in a 3-point lighting setup.
Lighting
All the illumination in the scene working together.
Lighting setups
Ways of using lights in a scene to create a specific lighting result.
Low key lighting
Large contrast difference in the scene.
Mood lighting
Lighting prioritizes evoking specific emotions or atmospheres in a scene rather than real-world accuracy.
Natural lighting
Lighting from the sky or sun.
Realistic lighting
Lighting aims to accurately simulate how light behaves in the real world.
Softlight
Diffuse light, creates shadows with a gradient or softer edge that wraps the subject.