3D terms, explained simply
Short definitions of the words you will meet when generating, texturing and exporting 3D models. Each one links to a guide or tool that goes deeper.
A
- Albedo (base colour)
- The colour of a surface with no lighting, shadows or reflections baked in. In PBR it is the starting point every other map modifies. PBR maps explained
- Ambient occlusion (AO)
- A greyscale map or effect that darkens creases and contact points where ambient light would have trouble reaching, adding a sense of depth. PBR maps explained
- AR Quick Look
- Apple’s built-in AR viewer on iPhone and iPad. It opens USDZ files and places them in the room at real size. AR workflow
- Auto-rigging
- Automatically placing a skeleton inside a character mesh and calculating skin weights, so it can be posed and animated without manual rigging. Rigging & animation
B
- Baking
- Transferring information from one model or setup to textures, for example capturing the detail of a high-poly mesh into a normal map for a low-poly one. Remesh & retopology
- Blend shapes (morph targets)
- Stored variations of a mesh’s vertex positions that can be mixed together, commonly used for facial expressions and lip sync.
D
- Decimation
- Reducing a mesh’s polygon count by collapsing edges while keeping the overall shape. Fast, but ignores edge flow, so it suits static models. Try live decimation
- Draco
- An open-source geometry compression format for glTF. It shrinks vertex data a lot but needs a decoder in the viewer. Reducing GLB size
- Draw call
- A command from the CPU telling the GPU to render a batch of geometry. Each separate mesh and material usually adds at least one, which affects performance. Polygon budgets
E
- Edge loop
- A continuous ring of connected edges across a quad mesh. Loops around joints and facial features let a model bend and animate cleanly. Quads vs triangles
- Emissive
- A material channel for surfaces that appear to give off light, like screens or lamps. They stay bright in dark scenes but do not necessarily light their surroundings. PBR maps explained
F
- FBX
- A widely used interchange format for meshes, materials, skeletons and animation, read by Unity, Unreal Engine, Maya, 3ds Max and Blender. Export formats
G
- glTF and GLB
- An open 3D format from the Khronos Group designed for efficient delivery. glTF is JSON that can reference separate files; GLB packs everything into one binary file. Open a GLB in the viewer
- GPU instancing
- Drawing many copies of the same mesh in one call. In glTF it is stored with EXT_mesh_gpu_instancing, which keeps repeated objects small and fast. See it on a chess set
I
- Image to 3D
- Generating a 3D model from one or a few images, with the AI inferring parts that are not visible. Image to 3D
K
- KTX2 / Basis
- A texture container whose Basis Universal data stays compressed on the GPU, saving video memory as well as download size. Texture compression
L
- LOD (level of detail)
- Several versions of one model at decreasing polygon counts. The engine swaps to lighter versions as the object gets smaller on screen. Generate LOD chains
M
- Manifold (watertight)
- A mesh where every edge is shared by exactly two faces, forming a closed surface with a clear inside and outside. Required for reliable 3D printing. 3D printing workflow
- Mesh
- The geometry of a 3D model: vertices connected by edges into faces, usually triangles or quads.
- Meshopt
- A glTF compression extension (EXT_meshopt_compression) that is fast to decode and works well alongside gzip or Brotli. Reducing GLB size
- Metallic
- A PBR map marking which parts of a surface are metal. Metals reflect light in their own colour; non-metals reflect it as white highlights. PBR maps explained
N
- N-gon
- A face with more than four sides. Acceptable on flat, static areas but causes shading and subdivision problems on curved or deforming surfaces. Quads vs triangles
- Normal map
- An RGB texture that stores surface directions, making flat geometry respond to light as if it had bumps, grooves and scratches. PBR maps explained
O
- OBJ
- A simple, long-established text format for static meshes, with materials in a separate MTL file. No skeletons or animation. Export formats
P
- PBR (physically based rendering)
- A rendering approach that describes surfaces with physical properties such as colour, roughness and metalness, so materials look correct under any lighting. AI PBR texturing
- Photogrammetry
- Reconstructing a real object in 3D by measuring matching points across many overlapping photographs. Photogrammetry vs AI
- Polycount
- The number of polygons, usually counted as triangles, in a model. A key factor in real-time performance and file size. Polygon budgets
Q
- Quad
- A four-sided face. Quad-based meshes subdivide predictably and support clean edge loops, which is why artists prefer them for editing and animation. Quads vs triangles
R
- Retopology
- Rebuilding a mesh with new, cleaner topology that follows the original shape, typically as evenly spaced quads with good edge flow. Remesh & retopology
- Rigging
- Giving a model a skeleton of bones and controls so it can be posed and animated. Rigging & animation
- Roughness
- A greyscale PBR map controlling how sharp or blurry reflections are, from mirror-smooth (0) to fully matte (1). Try the material demo
S
- Scene Viewer
- Google’s AR viewer on Android. It opens GLB files and places them in the room using ARCore. AR workflow
- Skin weights
- Values that define how strongly each bone moves each vertex. Smooth weights make joints bend naturally instead of creasing. Rigging & animation
- STL
- A geometry-only format used by 3D printing slicers. It stores triangles with no colour, materials or units. 3D printing workflow
- Subdivision surface
- A technique that smooths a mesh by repeatedly splitting its faces. Works best on all-quad topology.
T
- Texel density
- How many texture pixels cover a given area of a model’s surface. Keeping it consistent stops some parts looking sharp and others blurry. UV unwrapping explained
- Text to 3D
- Generating a 3D model from a written description using an AI model. Text to 3D
- Texture atlas
- One texture that holds the maps for several parts or objects, so they can share a material and render in fewer draw calls. Why nine materials cost more
- Topology
- How a mesh’s vertices, edges and faces are connected. Two meshes can share a shape but behave very differently when edited or animated. Quads vs triangles
- Transmission
- A glTF material extension (KHR_materials_transmission) for glass-like surfaces that let light pass through and refract what is behind them. See it on a lantern
U
- USDZ
- A packaged form of Pixar’s Universal Scene Description used by Apple for AR Quick Look on iPhone and iPad. AR & VR workflow
- UV map
- The 2D layout that tells a renderer which part of a texture belongs on each face of a 3D model. UV unwrapping explained
V
- Vertex
- A point in 3D space. Vertices are connected by edges to form the faces of a mesh.
W
- Wireframe
- A view that draws only a model’s edges, used to inspect topology and polygon density. View a wireframe
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