Search the Lexicon
12 of 15 terms found
Edge
An edge in 3D modeling is the line connection between two vertices in a mesh. Edges, together with vertices and faces, make up the model's topology and influence surface flow, subdivision behavior, and how deformations behave during animation. From a design perspective, edge flow (edge loops), hard versus soft edges, creasing, and proper edge placement are essential for predictable shading, clean UV seams, and avoiding non-manifold issues that can break rendering, texturing or 3D printing.
Extrude
Extrude is a common operation in 3D modeling where a selected face, edge or profile of a mesh is 'pulled out' to create new geometry. During extrusion the selected element is typically duplicated and connected with new side faces, adding volume or thickness to the model and changing its topology. Extrusion can be performed along the surface normal, a specific axis or along a curve/path, and is used to model features, extend edges, create walls or ribs; care must be taken with normals and edge flow to avoid non-manifold geometry or shading issues.
Mesh
A mesh is the basic structure of a 3D model, built from vertices (points), edges (lines) and faces (polygons). In 3D workflows and design, the mesh topology determines how a surface behaves for modeling, texturing and rigging; meshes also often include normals and UV coordinates to control shading and texture mapping. In 3D modeling it's essential to understand meshes: you manage polygon counts, proper edge flow for animation, and use techniques like retopology and LOD (level of detail) for real‑time performance or 3D printing preparation.
Quad
Een quad is een polygon met vier hoekpunten en vier zijden, vaak gebruikt in 3D-modellering en design. Quads zijn bijzonder geschikt voor subdivisie- en sculptworkflows omdat ze een voorspelbare en vloeiende verdeling van oppervlaktes en normaalinterpolatie geven. In topology- en retopology-workflows helpen quads bij het creëren van nette edge loops en betere deformatie bij rigging; niet-planare quads kunnen wel artefacten geven als ze te scheef worden geplaatst. Quads zijn ook praktischer bij UV-unwrapping en texturing dan n-gons, terwijl triangles soms noodzakelijk zijn voor game-engines of bepaalde exportformaten.