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Vertex
a point in space and is
connected by edges to
form polygons
Vertices
plural form of vertex
Edge
a line connecting two
vertices in a 3D model; define the shape and topology of a 3d model
Polygon
a flat surface
made up of three or more
connected edges; the building blocks of 3D models
Face
the flat surface
defined by edges in a 3D model
Mesh
a collection of
polygons, edges, and
vertices that make up a 3D
model
Poly Count
refers to the
number of polygons in a 3D
model
High Poly
hyper-detailed and ultra-realistic 3D
replicas of real-world objects; has a high polygon count and complex geometry, which makes a 3D model so realistic
Low Poly
the usage of
fewer polygons less than
100,000 to create a polygonal
mesh; easy to edit, load,
and view for being lightweight
Topology
the layout of vertices, edges, and faces
that make up a 3D model; determines how the model will appear when it is rendered, and how it will behave when animated
UV Mapping
the process of
transferring a 3D mesh from a
3D model to a 2D space to
further texture the model
Polygonal Modeling
the most common
technique where the model is
constructed using polygons
(usually triangles or
quadrilaterals)
NURBS Modeling
used for
creating smooth curves and
surfaces. This method is often
used in automotive and
industrial design due to its
precision
Sculpting
mimics
traditional sculpting
techniques, allowing
artists to push and pull on
a digital mesh to create
organic shapes
Procedural Modeling
uses algorithms
to generate models based on
rules or parameters, often
used in creating landscapes or
complex structures
Scan-based Modeling
used to collect data about the
form and structure of existing
objects to create a complete 3D model; Most of the time, the object being scanned is small, so each detail can be
captured without a loss of detail
or fidelity
CAD Modeling
characterized by a major
reliance on traditional
geometric figures
Computer Aided Design
CAD meaning
Texture Map
an image file that is
usually painted in a texturing
software like Mari or
Substance 3D Painter, used to
change material properties
on your 3D model, like color,
roughness, height data, and
more
Texture Painting
the process of creating
texture maps, normally done
in Mari or Substance 3D
Painter. You can texture
using photo projection, hand
painting, or procedural
methods
Material
defines what the
3D model is made of, like
glass, skin, metal, stone, etc.
You connect texture maps
directly to the material. All
3D software has materials
Rigging
the process of
creating a skeleton for a 3D
model which allows it to move; the
stage before animation
Inverse Kinematics (IK)
method in rigging that
allows animators to move the
end point of a rig, like a hand
where the rest of the joints
follow
Forward Kinematics (FK)
rigging method where
each joint determines the
position of the next one, like a
shoulder affecting the elbow
and hand
Joints
the individual
parts of a skeleton used to
control a 3D model's
movement
Skinning
process of
attaching the joints of the
skeleton to the 3D model; Once the model has been done, the joints will now
deform the 3D model
Weight Painting
how you're
assigning weight values from
the joint to the 3d model
when rigging to control how
the 3d model deforms
Deformers
used to modify
a 3D model's shape, such as
bending or twisting
Constraints
a way of
controlling the position,
scale, or orientation of an
object. They are used in
rigging to control joints
without the need of
hierarchies
Area Light
a type of 3D light
similar to lamps with diffusers in front.
They produce soft shadows, which are
great for portrait lighting
Point Light
similar to light bulbs in
the real world and emit lighting from
all directions equally. They are great
for situations where you need to light
using light bulbs
Directional Light
emulate sunlight and are
great for scenes where you need to light
using the sun, like outdoor shots; only rotation matters, and placing it in a
different spot doesn't change the lighting
Spotlight
emulate real-world spotlights
and are ideal when you need to light a 3D
scene using these kinds of lamps, like a
flashlight, or stage lighting
HDRI
a lighting technique
used to capture and reproduce lighting
from real-world environments
High Dynamic Range Imaging
HDRI meaning
Ambient Occlusion
a shader
technique used to add details to your
textures or materials; Geometry that's
close together gets darker
Frame
a single image
within a sequence of images that
make up an animation
Keyframe
a point in the
timeline where a change is made
to the animation
Frame rate
The number of frames per
second
Timeline
A visual representation of the
keyframes and frames
Graph Editor
a tool used to
visualize and edit animation
curves
Dope Sheet
a timeline used to
control the timing and duration of
keyframes. It's different from the
graph editor as it focuses on the
timing instead of the animation
curves
Rendering
the process of
creating a final image from a
3D scene using a render engine
Render Engine
software that
is used to create high-quality
images and animations from 3D
models; do
advanced calculations to
simulate lighting, shading, and
other effects like motion blur
and camera effects
Real Time
rendering
that occurs in real-time,
allowing for quick visualization
and editing of scenes
Compositing
the last stage of
creating a shot, where all
elements are combined, from 3D
renders to video shot in the real
world
AOV
rendered outputs that allow for
more flexibility and control over the
final output of a 3D scene; used to extract specific elements
of a 3D scene, such as lighting,
reflections, and ambient occlusion,
for editing in Compositing
Playblast
a quick preview
that lets you make a "sketch"
of your animation, providing
a realistic idea of your final
render result without
requiring the time needed for
a formal render
Arnold Render
advanced Monte
Carlo ray tracing renderer
used to render realistic 3D
characters, photorealistic
designs and complex scenes for
film and TV, games and design
visualisation projects
Arbitrary Output
Variables
AOV meaning
Hypershade
the central
working area of Maya rendering,
where you can build shading networks
by creating, editing, and connecting
rendering nodes, such as textures,
materials, lights, rendering utilities,
and special effects
Non-Uniform Rational B-
Splines
NURBS meaning