This is the follow up from #1, which can be found here, and #2, which can be found here.
We are almost finished! Bare with me!
Mathematical attributes that determines the ways in which the model will react upon light.
The surface geometry of a 3D model.
A technique in which models are created using spheres that attract and cling to each other according to their proximity to one another and their field of influence. This technique is mostly used when creating organic models.
As a verb it means to build a 3D object. As a noun it is referring to the end result of a 3D object.
A modeling tool which deforms the structure of an entire object. Eg. Lathe
To render out the lighting or surface attributes of a scene as separate images, with the idea to put them together at a later stage. This technique can be used to speed up rendering or in order to develop the look of a scene by compositing the different passes together in various permutations.
An imaginary line drawn from the centre of a polygon at right angles to the surface.
A point in a scene that does not render, but instead is used as a reference.
Stands for Non-Uniform Rational B-Splines. NURBS curves are two-dimensional curves whose shape is determined by a series of control points between which they pass. When a series of such curves are joined together, they form a 3D NURBS surface. NURBS are commonly used to model organic curved-surface objects.
Anything that can be inserted and manipulated in a 3D scene. It can be lights, models, particles, cameras etc.
An area of a NURBS surface enclosed by a span square: the shape created by the intersection of four isoparms, two in the U direction, and two in the V direction.
A flat, 2D surface. This can be used for modeling or for references, depending on the final goal.
A one-dimensional point in coordinate space. Points can be linked up to form polygons, used as control vertices for NURBS curves.
Geometry formed by connecting 3 or more points. This is why in 2D you work with squares, but triangles in 3D.
A simple 3D form often used as a basis when modeling something else. Examples include cubes, planes, spheres etc.
The next part goes from Q to T.