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simple, easy to learn, flexible to build any kind of shape |
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One normal per face leads to shading problems, easy to construct illegal geometry, can only do curves with huge number of polygons with soft edges. |
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construct curved surfaces efficiently that render correctly, render with good results and efficiently, built in UV texture coordinates. |
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Abstract, difficult to do a complex shape, need multiple shapes that can break apart. |
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Vertices, Edges, Faces, Shells, Meshes, Normals, UVs |
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CVs, Hull, Curve Point, Iso-Parm, Trimmed Edge |
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Vertices, Edges, Faces, Creased Edge |
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Extrude, Split Polygon, Insert Edge Loop, Append, Fill Hole |
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Loft, Extrude, Boundary, Revolve, Detach, Attach |
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N-gon, Triangle, Quads, Hidden, Non-Manifold |
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Hard, Soft, Creased, Boundary, Shared |
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Winged, Pole, Star, Butterfly |
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N-gon, Bow-tie, T-Formation, Winged Vertice, Lamina Face |
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Other Problems with Geometry: |
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Internal or Hidden Faces, Non-Extruded Faces, Flipped Normals |
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How shape components are arranged to form the structure of a shape. |
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Refers to loops following the form of muscle and other parts of the character's anatomy(Loop Modeling). |
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Set of edges aligned end to end to form one line that travels along the surface of an object. |
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Loop Model Anomaly: Poles |
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Vertices that have three edges, like the corner of a box. |
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Loop Model Anomaly: Stars |
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vertices that have more than 4 connecting edges. (6 or more should be avoided) |
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Non-Manifold Polygon Geometry: T-shape |
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A corner of one polygon connects in the middle on a side of another or when three faces share an edge. |
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Non-Manifold Polygon Geometry: Reversed Normals |
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Occur when the normals of two adjoining faces don't face the same direction. The normals are essential to determine how an object should be shaded. Makes soft edges impossible. |
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Non-Manifold Polygon Geometry: Bow-Tie |
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Occur when two polygons share a vertex but not an edge. |
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Non-Manifold Polygon Geometry: Lamina Face |
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Are a pair of faces that share the same vertices and edges. Usually occur when using duplicate face incorrectly. |
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Non-Manifold Polygon Geometry: 3 other bad geometry |
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five or more sided polygons polygons that share vertices but not edges polygons of a mesh that don't share any components |
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Vertices, edges, faces, meshes, shell, UV's, normal |
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Polygon and Sub-divided Surface Points |
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Polygon and Sub-divided Surface sides/ Sub-divided Surface Edges can also be creased. |
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Individual Polygon and Sub-divided Surface Polygons |
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A group of polygons that form a shape by sharing edges and vertices. |
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A group of faces within a mesh that share a group of UV coordinates. A mesh has at least one shell but can have more. |
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a 2D position of a 3D point on a shape(Used for texture mapping). U= width or horizontal component. V= height or vertical component. |
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The direction that a point on a shape is facing. Polygons have only one normal per face. |
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Parts of a basic NURB surface: |
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Spline, Control Vertex(CV), Isoparametric Curves(Isoparms), Patches and Hull. |
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Curved line made up of segments and defined by control vertices(CV's). |
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A point that controls the shape of a NURBS curve or surface at a particular point. CV's can be thought of as invisible magnets that pull a curve or surface towards them. |
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are lines running along the surface of a NURBS object in the U and V directions, showing the shape of the surface as defined by the CVs. |
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The area enclosed by four adjacent isoparms. Can also refer to the whole NURBS surface. |
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A line that connects CVs. It can be displayed to aid in modeling but is not required to edit a Nurb surface. |
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developed to take advantage of the best of polygons and NURBS surfaces. Is basically a polygon mesh that is automatically smoothed like a NURB surface. Maya can have up to 6 levels of detail but more than three are rarely needed. |
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refers to the types of shapes you can create. |
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3 most common types of Geometry: |
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Polygons, NURBS and Sub-divided Surfaces |
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Non-Uniform Rational B-Spline |
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process in which a Nurb surface is eventually converted into polygons during Display or Rendering but the computer automatically determines how many polygons are needed to generate a smooth surface. |
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How do you close a gap between two NURBS? |
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Use Attach or Fillet. Attach will snap them together while Fillet will add extra geometry that ties them together. |
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What's the process of creating a NURB trimmed surface? |
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project curve onto a surface. Selecting geometry outside of projection will delete projection shape(AKA only selection will not be removed). |
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loops traveling along the shape representing the details of the structure underneath. In characters, flow will often change direction or switch from linear to radial. |
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What do Grid Flow and Good Topology mean? |
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It means your grid and shape components are arranged to successfully represent the form and flow of your model. |
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What is Stitching with NURBS? |
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connecting a network of patches into an organic shape but using the stitch function. |
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