A basic unit in 3D modeling, defined by a series of vertices, edges, and faces, forming the building blocks of 3D models.
Polygon or Face
A background containing 3 different vanishing points is said to be in __________ - point perspective.
3
A light source that emits light uniformly in all directions from a single point in space.
Point Light
A technique that simulates the appearance of surface irregularities through the use of a "fake" texture map effect.
Bump Map
The process of creating a digital skeleton (rig) for a 3D model, enabling movement and animation.
Rigging
A continuous loop of connected edges in a 3D model, used for defining and controlling the flow of geometry.
Edge Loop
A technique in perspective drawing where objects appear shorter than their actual length due to the angle of view.
Foreshortening
A focused and directional light source with a cone-shaped illumination, allowing precise control over the lit area.
Spotlight
A texture map that creates a "fake bump effect" but with the object's normals, creating the illusion of finer surface detail without modifying geometry.
Normal Map
A point in a digital skeleton (rig) where two or more connected segments meet, allowing for articulation and movement.
Joint
The graphical interface used to cut, sew, map, unfold, etc... an object's texture map.
UV Editor
The process of 3D rigging, then moving a character and recording each pose to create an animated sequence is called:
3D Animation / Puppet Animation
A lighting setup consisting of key, fill, and backlight, providing a balanced illumination for a 3D scene.
3 Point Lighting
A texture map that modifies the actual geometry of a 3D model, moving vertices to create detailed surface relief.
Displacement Map
A set of user-defined controls that simplifies the manipulation of a complex character rig.
Rig Control
Within UV Mapping, the process of flattening the 3D model's surface onto a 2D plane, providing a canvas for texture artists.
UV Unwrapping
Panel used in Maya to add extra animation detail on top of the already existing animation.
Animation Layers
The window in Autodesk Maya displaying the scene from the perspective of the active camera.
Viewport
Material used to render most objects that will be compatible with Arnold Renderer.
aiStandardSurface
Assignments of influence between joints and vertices in a skinned 3D model, determining how much each joint affects specific vertices.
Skin Weights
Isolated sections of a UV map representing different parts of a 3D model, normally each corresponding to a specific texture.
UV Shells
When animating a character with a tail or long flexible body (snake), you may want to create a rig that includes what type of IK control?
IK Spline
The range within which objects are visible in the camera view, determined by the resolution set for render settings.
Resolution Gate
Attribute on a aiStandardSurface material which allows for transparency.
Transmission
A method of visually assigning skin weights to vertices in a 3D model, using colors to represent influence strength.
Weight Painting