[ GLOSSARY / 3D TERMS ]

Glossary

B 01 ENTRIES

Bevel

A modeling operation that rounds or cuts the sharp edge between surfaces.

A bevel replaces a hard corner with one or more smaller faces. In Blender it is commonly used to catch highlights, make objects feel less computer-sharp, and prepare forms for cleaner shading. Bevels are often discussed alongside chamfers, Normals, and subdivision surfaces.

C 01 ENTRIES

Chamfer

A flat angled cut across a sharp edge, usually creating a small transition face.

A chamfer is a flat edge treatment rather than a fully rounded one. In everyday 3D modeling, artists sometimes use chamfer and Bevel loosely, but a chamfer usually means a simple angled face while a bevel can include multiple segments and a rounded profile. Both can affect how Normals catch highlights.

E 02 ENTRIES

Edge Loop

A connected path of edges that travels around a mesh in a predictable direction.

Edge loops help describe how topology flows through a model. They connect through Vertices and matter for clean shaping, deformation, subdivision, and controlled edits. A Loop Cut usually adds a new edge loop to existing geometry.

Extrude

A modeling action that pulls new geometry from an existing face, edge, or vertex selection.

Extrude creates connected geometry from the current selection. It is one of the fastest ways to turn flat shapes into solid forms and build structures step by step from Vertices, edges, faces, and existing edge loops.

F 01 ENTRIES

Flipped Normals

A mesh problem where surface normals point the wrong direction, often causing invisible faces or broken shading.

Flipped normals happen when the direction of a surface is reversed. In Blender this can make faces appear dark, transparent, or invisible from the expected side. The fix is usually to recalculate or manually flip the affected Normals, and it can also affect baked detail such as a normal map.

G 01 ENTRIES

Global Illumination

A rendering approach that accounts for light bouncing between surfaces, not just direct light from lamps.

Global illumination, often shortened to GI, describes lighting that includes indirect light. It helps rendered scenes feel natural because surfaces can brighten each other through Light Bounces. It is closely related to Path Tracing workflows and environment lighting from an HDRI.

H 03 ENTRIES

HDRI

HDRI stands for High Dynamic Range Image, commonly used as an environment texture for realistic lighting and reflections.

An HDRI stores a wider range of brightness than a normal image. In Blender, HDRIs are often used to light scenes from all directions and provide realistic reflections. They are useful when learning Global Illumination and Path Tracing because the environment itself becomes part of the lighting setup.

Height Map

A grayscale texture that describes raised and lowered surface detail.

A height map uses brightness values to describe surface height. It can drive bump, displacement, or parallax-style effects depending on the renderer and material setup. Height maps are often paired with normal maps, managed with consistent Texel Density, and painted in tools like Substance Painter.

Hero Asset

A high-importance asset that receives extra modeling, texture, and presentation attention because it will be seen up close.

A hero asset is the object the audience is meant to notice. It may have cleaner topology, richer textures, stronger silhouette design, and more review time than background props. Hero assets often need careful Texel Density, normal maps, height maps, material work, and presentation lighting.

L 02 ENTRIES

Light Bounces

The simulated paths light takes after hitting and reflecting from surfaces in a scene.

Light bounces describe how many times light can reflect, scatter, or pass through scene surfaces during rendering. More bounces can improve realism but increase render cost. This is a core idea behind Global Illumination, Path Tracing, and some volumetric effects.

Loop Cut

A cut that runs around a continuous ring of edges, adding a new edge loop.

Loop Cut adds geometry in a controlled way across a mesh. It is one of the main tools for shaping surfaces without rebuilding the form from scratch. A loop cut creates or adjusts an Edge Loop and is often followed by Extrude or Bevel operations.

N 03 ENTRIES

Normal Map

A texture map that fakes small surface direction changes so lighting reacts as if extra detail exists.

A normal map changes the way light reads a surface without adding actual geometry. It is built from the concept of Normals and is common in game art, product rendering, and real-time assets. It is often used with a Height Map and needs suitable Texel Density to look sharp.

Normals

Direction vectors that tell software which way a surface or vertex is facing for shading and visibility.

Normals are invisible direction markers used by 3D software to shade surfaces and determine which way faces point. Clean normals help models shade correctly, especially around beveled edges. Broken or flipped normals can make a mesh render strangely, and normal maps use normal direction data to fake fine detail.

NURBS

NURBS stands for Non-Uniform Rational B-Splines, a curve and surface representation often used for smooth CAD-style forms.

NURBS are mathematically defined curves and surfaces. They are common in CAD, product design, and tools focused on precision surfaces. Blender supports NURBS, but many Blender workflows convert forms to mesh geometry made of Vertices for editing, UVs, subdivision, and rendering. Plasticity is a modern example of software built around CAD-style modeling.

P 02 ENTRIES

Path Tracing

A rendering method that simulates many possible light paths to create realistic lighting, shadows, and reflections.

Path tracing follows simulated rays of light through a scene and estimates how they bounce, reflect, refract, and scatter. It is a common approach for realistic rendering and is closely tied to Global Illumination, Light Bounces, and Volumetrics.

Plasticity

Plasticity is a CAD-style 3D modeling application aimed at fast hard-surface and product design workflows.

Plasticity is often used for precision hard-surface modeling, product forms, and concept design. It sits closer to CAD workflows than Blender mesh modeling and is frequently discussed alongside NURBS, bevels, chamfers, and hard-surface work.

S 02 ENTRIES

Subdivision Surface

A modifier or modeling method that smooths a mesh by dividing its faces into smaller faces.

Subdivision Surface adds resolution and smoothness through interpolation. It is widely used for stylized and realistic modeling workflows. The result depends heavily on clean Vertices, edge loops, support loops, and intentional bevels.

Substance Painter

Adobe Substance 3D Painter is a texture-painting application used to paint materials directly on 3D models.

Substance Painter is widely used for asset texturing. Artists paint and generate material channels such as base color, roughness, metallic, normal maps, and height maps, usually after UV unwrapping a model and checking Texel Density.

T 01 ENTRIES

Texel Density

The amount of texture resolution assigned to a model surface relative to its real or scene size.

Texel density helps keep texture detail consistent across assets. If one object gets many texture pixels and another gets very few, the scene can feel mismatched. It matters when preparing UVs, normal maps, and hero assets.

U 01 ENTRIES

UV Unwrapping

The process of flattening a 3D model so a 2D texture can be applied to it.

UV unwrapping maps a 3D surface into 2D image space. Good UVs make texturing easier and reduce stretching or visible seams. UVs are foundational for Texel Density, normal maps, and texture work in tools like Substance Painter.

V 03 ENTRIES

VDB

VDB commonly refers to Volumetric Database files, a format for storing sparse volumetric data such as smoke, clouds, and fire.

VDB files store volume data efficiently, making them useful for effects like smoke, fog, clouds, explosions, and other volumetric elements. In Blender, VDB assets can be imported and rendered as volume objects, often in path-traced scenes.

Vertices

The points that define the corners and structure of mesh geometry.

Vertices are the individual points in a mesh. Edges connect vertices, edge loops flow through them, and faces are built from them. Most mesh modeling operations, including Extrude, loop cuts, and subdivision, ultimately change how vertices are arranged.

Volumetrics

Rendering or simulating material that fills space, such as fog, smoke, clouds, fire, or mist.

Volumetrics describe effects that exist through a volume instead of only on a surface. They can scatter and absorb light bounces, which makes them important for atmosphere, smoke, clouds, and cinematic lighting. Volumetrics are commonly rendered with Path Tracing and can be stored in VDB files.