Starting your 3D modeling journey is an exciting and rewarding experience. As you begin to
learn and practice, there are essential terms you need to know and remember to grow your
modeling skills. Use this resource to learn key terms and as a reference when creating your
own 3D models.
A digital surface model (DOM) that digitally represents an object in 3D. The model consists of corner points (vertices), edges and individual parts (polygons).
A polygon is a three-four sided plane of geometry that makes a face on an object. Polygons are the most commonly used geometry type in 3D. While polygons are commonly used for all types of objects, in order to create very smooth surfaces with polygons means that you’d need to add a lot more geometry than you would with either NURBs or subdivision surfaces.
NURBS stands for non-uniform rational b-spline (NURBS). NURB splines are curves used to created smooth, minimal surfaces and geometry. NURBS are commonly used for very smooth objects because they don’t require as many points to create the same look as polygon geometry would. A NURBS surface always has four sides that are defined by control points.
Subdivision surfaces, which are sometimes referred to as NURMS (non-uniform rational mesh smooth), are closely related to polygonal geometry. Subdivision surfaces use an algorithm to take polygon geometry and smooth it automatically. For example, in the image above you can see the polygon cage around the smoothed subdivision surface. You can think of a subdivision surface as a mix of polygonal and NURBs geometry.
Whatever type of geometry you use it will either be created by NURBs, or points, edges, and faces. The way these components are connected together and the flow around the 3D object is the topology. You can think of topology as the type of polygon faces, the type of vertices and the flow of the edges.
A triangle is the simplest polygon that is made up of three sides or edges connected by three vertices, making a three sided face. When modeling, triangles are typically a polygon type often avoided. When creating complex meshes, triangles tend to pose a problem when subdividing geometry to increase resolution, and when a mesh will be deformed or animated.
A quad is a polygon made up of four sides or edges that are connected by four vertices, making a four sided face. Quads are the polygon type that you’ll want to strive for when creating 3D models. Quads will ensure your mesh has clean topology, and that your model will deform properly when animated.
An n-gon is a polygon that is made up of five or more sides or edges connected by five or more vertices. It’s important to keep in mind an n-gon is typically related to a five sided polygon, but it’s not limited to just five sides. An n-gon should always be avoided, they often pose problems at render time, when texturing, and especially when deforming for animation.
When three or more edge are connect, the face is the filled in space between the edges and makes up what is visible on a polygon mesh. Faces are the areas on your model that gets shading material applied.
A vertex is simply a point in 3D space. Connecting three or more vertices creates a face. These points can be manipulated to create the desired shape. These points can be manipulated to create the desired shape.
An edge is the line created by connecting two vertices. Edges can be used to transform and define the shape of the model.
Here are some of the most used tools in 3D modelling
An Edge Loop is a series of edges connected across a surface, with the last edge meeting the first edge, creating a ring or loop. Edge loops are especially important for maintaining hard edges in a mesh, and also for more organic models.
For example, in order for an arm to deform properly there will need to be edge loops on each side of the elbow joint so there is enough resolution.
Beveling is the process of chamfering, or creating rounded edges on a mesh. Beveling expands each vertex and edge into a new face. In the real world objects rarely have completely hard edges. Beveling helps to lose some of the computer generated look that comes with 3D modelling.
Extruding is one of the primary ways of creating additional geometry on a mesh. The extrude command allows you to pull out extra geometry from a face (“polygon” in 3ds Max), edge or vertex.
For instance, you can use the extrude command on the face of a simple cube to pull out the geometry needed to create fingers. These additional extrusions can be edited and manipulated just like any other area of the mesh.
The pivot point is the point on a 3D object where any rotation, scale, or moves that you do will occur from. This pivot point can be moved to any position on the model. For example, placing the pivot point on the hinges of a door will tell the computer where it should rotate from.
Surface normals are used by your 3D application to determine the direction that light will bounce off of geometry. This is very helpful to get control over how the light reacts to certain materials on your 3D objects.
When working with a 3D set you will often need to create duplicates of a single object, whether it’s hundreds of trees or fence posts. Doing this however can greatly increase render time, because the computer has to calculate all this new geometry. Instead of creating a duplicate of an object, you can create an instance. Instances are copies of objects that derive all their information from the original object; because of this the computer only has to calculate the geometry for the original object. It’s important to keep in mind that you can’t edit an instances shape on its own. If you edit the shape of the original object all of the instances update to reflect that change.
You may also have heard of the terms high poly and low poly . These terms indicate how many polygons a mesh model consists of.
High poly models have a high number of polygons. This means that the resolution and therefore the quality of the surface model is also higher.
However, this also has disadvantages: high poly models require more resources (e.g. better hardware) and reduce the loading speed of the model.
Low poly models, on the other hand, have a small number of polygons. As a result, they are usually not quite as detailed and realistic as high poly models, but they are also more resource-efficient.
As they offer a faster loading speed, they are often used in the games industry or for online configurators. However, a low poly model is also sufficient for images that do not need to be quite as detailed (e.g. background scenes).