The ultimate 3D Modeling glossary
A collection of commonly used terminology used by 3D Modelers.
A
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A method of importing and exporting assets/geometry between different stages of the pipeline. Alembic caches (.abc) are smaller in size than .obj or .ma/.mb files as it only saves specific attributes such as geometry, UV information, object hierarchy, animation.
It does not include shading data. However, you can reassign the desired shader once you import your cache into the scene.
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A type of media that is made up entirely of CGI images (2D or 3D) or traditional illustrations.
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An artist (referred to as an animator) who specialises in creating movement though either rigged characters / digi-doubles / props etc.
The media unfortunately misuses the job title for any CG related field 😑
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A type of render engine that utilises (Mone Carlo Method) ray tracing to create a still image or an image sequence
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In modelling, Autodesk Maya file type saves a file using lines of code rather than the default binary (.mb)
The advantage of saving Maya ASCII files is that you can open them in a source code editor and edit them.
The file size is larger, which is a disadvantage. However, given the flexibility of this file type, the pros outweigh the cons.
B
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A command that is applied on the edges of a mesh. This will change from a square edge on an object to a sloping one, typically 45 degrees.
You can tweak the parameters to adjust the tool for your needs further.
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Blender is a free and open source 3D creation suite. It supports the entirety of the 3D pipeline—modeling, rigging, animation, simulation, rendering, compositing and motion tracking, even video editing and game creation.
C
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A naming convension with multiple words that are joined together without spaces. Each word begins with a capital letter apart from the first word.
e.g. axeHeadSplint
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A task/discipline that’s common within the VFX pipeline, often referred to as Matchmove.
This is when a matchmove artist will ‘track’ a piece of footage (plate) using data markers/points on patterns or points of interest. As this information is fed into a camera solver, the software is able to calculate the position of the camera in world space and replicate any movement or lens information that was used on set for that specific take.
see - plate, world space
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A convenient custom Maya script that comes in both MEL and Python. Speed up the laborious process of renaming nodes in your outliner by bulk renaming Prefix and Suffix, and add numbering and more with ease!
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The smaller parts of a mesh/geometric shape that can be selected and manipulated. This can be either a vertex/vertices, edges and faces.
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Curves are a type of NURB that can be used to create geometry or be constrained to existing geometry to be used as a controller.
See NURBS
D
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This allows you to separate a component from any other connecting components, while still being associated to the same mesh.
For example, a face on a cube that’s detached, will be disconnected from the surrounding edges, but in Object Mode will still be selected as a singular mesh.
E
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One of the core principles of 3D modelling. This allows the artist to control the deformation and density of the mesh, giving full control of the final form, intricate details and silhouette.
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This allows you disconnect a component from any other connecting component and break the relationship with the existing mesh.
For example, if I created a cube and extracted a face. The face would not only disconnect from surrounding edges and verts, but it would also become it’s own piece of geometry.
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Add polygons to an existing mesh by extruding polygon faces, edges, or vertices.
I.e. When you extrude a face on a polygon mesh the existing face telescopes inwards or outwards as it creates new connecting faces on the sides of the extrusion.
F
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A single polygon that’s bounded by three or more vertices and their associated edges.
When many faces are connected together, they create a network of faces called a polygon mesh (also referred to as a polyset or polygonal object)
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A blunted area edge on a sharp edge to give a worn or damaged effect to an area of an asset.
This is used a lot within stylized assets in a very exaggerated manner, but it can also replicate impact damage to more realistic models.
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Foundation would be the skills or applications that are used to apply the fundamental concepts.
Within 3D modelling, this would be the hard skills/software knowledge to execute the principles/fundamental rules.
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A cuss term coined by Hayley Adams from the matchmove days of lens-solving fiducial grids.
Pronounced ‘Fu-douche-al’ - Sometimes shortened to ‘Fu-douche’. Used in moments to convey feelings of frustration during computer-based tasks.
i.e. “These n-gons are being a right fudouche!”
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G
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A term that is often interchangable with ‘mesh’. Typically, geometry will refer to the whole 3D model that may be made up of multiple meshes.
See Meshes
H
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An artistic style of modelling, this is referred to the creation of rigid manufactured parts/objects. For example, vehicles, machines, panelling etc.
This tends to be the opposite of organic modelling.
K
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An edgeflow technique that involves reducing the amount of edges from 3 to 1, or like wise increasing from 1 to 3 edges.
The polygon face tends to resemble the shape of a kite.
See Edgeflow
L
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A must have for Modelers and professional artists alike!
Linkedin is a professional social media platform that’s used to connect artists, studios and everything in between! Have your CV on display ready for the next recruiter to come across your profile.
M
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Sometimes referred to as a Gizmo, it’s a controller that allows the artist to either move, rotate and scale an object/component.
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Also referred to as RotoAnim, it’s when a matchmove artist will match an actor's movement or an inanimate object that requires CG interactions in post-production for either 2D or 3D effects.
This will be either with a generic biped or quadraped rig, a digi-double, a popsicle rig or a fully rigged object.
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This is the department where matchmovers will ‘track’ a piece of footage (plate) using data markers/points on patterns or points of interest. (Also referred to as camera tracking)
This information is fed into a camera solver, the software is then able to calculate the position of the camera in world space and replicate any movement or lens information that was used on set for that specific take.
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The name of the artist who works in the Modelling Department, their job role involves translating 2D concept art into a 3D asset that both is functional and visually matches the art style of the show/production, or creating pipeline friendly assets from pre-existing files such as Lidars.
This will be creating the object (no colors) and usually preparing the UVs for the next stage.
N
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Maya is built around nodes. An “object”, such as a sphere, is built from several nodes:
a creation node that records the options that created the sphere
a transform node that records how the object is moved, rotated, and scaled
and a shape node that stores the positions of the spheres control points
For example, if you select Create > NURBS Primitives > Sphere to create a sphere, Maya creates a transform node and a shape node.
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NURBS surface objects are 3D geometric objects made up of patches defined by curves in the U and V directions. The surface is interpolated between control points, resulting in a smooth shape.
O
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This is a way of selecting/editing the whole geometric shape/mesh.
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This tends to be the creation of living things. Such as peoples, animals, plants, food.
P
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Very similar to camel casing, you still create naming conventions without eh use of spaces between words. With Pascal, you instead start with a capital letter on the first word.
i.e. AxeHeadShard
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This refers to the film footage that’s been recorded. It’s common to have multiple plates for a single take that all function for different purposes.
i.e. bg01_plate, fg01_plate, ref01_plate
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Polygons consist of geometry based on vertices, edges, and faces that you can use to create three-dimensional models in Maya.
An individual polygon is called a face (or polygonal face)
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A type of modelling technique where the model isn’t smoothed or sub-divided during the rendering stage.
This means aspects such as support/holding edges are no longer necessary, but they can be a handy alternative for optimising your mesh based on its poly count.
Q
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A 4-sided polygon face, (4 edges and 4 verts)
R
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Also referred to as Matchanim, it’s when a matchmove artist will match an actor's movement or an inanimate object that requires CG interactions in post-production for either 2D or 3D effects.
This will be either with a generic biped or quadraped rig, a digi-double, a popsicle rig or a fully rigged object.
S
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This is a shortened way of saying Screen_Left, which indicates either details or an instruction on the left side of the screen from the viewer's perspective.
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This is a shortened way of saying Screen_Right, which indicates either details or an instruction on the right side of the screen from the viewer's perspective.
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A method of modelling that involves smoothing out the asset in the rendering stage. Supporting edges are added to the structural edges, keeping the silhouette when the mesh is sub-divided.
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The main edge (line) on a mesh that's responsible for the silhouette. This edge has the greatest influence on the overall shape.
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Edge loops (lines) that are next to the structural edge, these will influence the sharpness of an edge when the edges are sub-divided and the direction of edge loops.
T
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The overall term that describes how the polygons are attached to each other. Functional topology will vary depending on what the asset is being used for.
For example, if you’re modelling something that will be rigged, you’ll need to make sure the edge loops flow in a way that supports mesh deformation.
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A polygonal face with 3 sides, (3 edges and 3 verts).
U
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UVs are the ‘paintable’ part of a 3D model. These will often refer to the ‘shells’ which are singular pieces of mesh that store any colour information.
These can be visible from the 3D Viewport, but also from the UV Editor. However, 99% of the time, UVs need to be ‘unwrapped’ in order to accurately display colour information without any distortion.
V
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This is a modelling category that refers to any form of plant life! Trees, bushes, blades of grass, flowers. Some artists specialise in vegetation and will prefer to model this category of assets.
Vegatation depending on it’s use case may need to be optimised, as scenes can get heavy pretty quickly if you duplicate grass all over the place!
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A component of a piece of geometry that connects edges. Sometimes referred to as a ‘Point’.
This component can be moved in world space but not rotated or scaled.
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This is when additional CGI elements are added to any live action footage. This can be things such as explosions, monsters or shattering glass!
It can also be smaller or less notable additions. Such as set extensions, adding signs, or even adding additional mud flecks to someone's trousers as they face plant the floor for all of half a second!
…The last one may or may not have been a task I was assigned at one point…
W
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This is referred to as the collection of co-ordinates that all 3D models are created in.
3D software works within three planes of direction:
X (Width = Left and right)
Y ( Height = Up and down)
Z (Depth = front and back)
Z
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A 3D sculpting program that’s used very often in the creative industry. With powerful brushes, aspects like dynamesh to retoplogise your mesh on the fly and many other useful features, it’s a favourite amongst many!
It also has a very quirky UI…
…IYKYK…
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