3D modeling terms
How 3D shapes are built: the points, edges and faces that make a mesh, how they are arranged, and the tools that shape them. Start with the beginner terms and work down.
Beginner 3D modeling terms
- 3D modelingBuilding the shape of an object in 3D software, point by point or brush by brush
- Array modifierA modifier that repeats an object in rows, grids or circles with adjustable spacing
- BevelCutting a sharp corner into a small slope or curve so it catches light
- Bezier curveA smooth curve shaped by a few anchor points and the handles that pull on them
- BooleanCombining or cutting two shapes with union, difference or intersect
- Bounding boxThe smallest box that fully contains a 3D object
- Box modelingShaping a model by starting from a cube and refining it step by step
- Character modelA 3D person or creature built to be rigged and animated
- DecimationAutomatically cutting a mesh’s face count while keeping its shape
- EdgeA straight line joining two vertices; the borders of every face
- Edge loopA chain of connected edges that runs around a model, end to end
- Environment designDesigning the 3D worlds and sets a story happens in
- ExtrusionPulling a face, edge or point outward to grow new geometry from it
- FaceThe flat, filled surface between edges; the part you actually see and texture
- GeometryThe shape data of a 3D model: its points, edges, faces and curves
- High-polyA dense, detailed model, often sculpted and used as a source for baking
- InsetA tool that makes a smaller copy of faces inside their own outline, with a border
- Join and separateMerging several objects into one, or splitting part of a mesh into its own object
- KitbashingBuilding new models fast by combining parts from existing ones
- Knife toolA tool that draws new edges across a mesh along any path you click
- Loop cutA one-click slice that adds a new edge loop all the way around a mesh
- Low-polyA model with few faces, built for speed or for a simple faceted look
- ManifoldA closed, clean mesh with a clear inside and outside, ready to print
- MeshThe surface of a 3D model, made of points, lines and flat faces
- Mirror modifierA modifier that copies one half of a model to the other side and keeps them in sync
- ModifierA reversible effect stacked on an object, such as mirror, bevel or smooth
- N-gonA face with five or more sides, handy on flat areas and risky elsewhere
- ParentingLinking objects so a child moves, turns and scales with its parent
- Pivot pointThe point an object rotates and scales around
- PolycountHow many faces or triangles a model has; the quickest measure of its weight
- PolygonA flat shape with straight sides; meshes are built from many of them
- PrimitiveA ready-made basic shape, such as a cube, sphere or cylinder, to start from
- QuadA four-sided face, the shape most artists prefer to model with
- SculptingShaping a dense model with brushes, the way you would push and pull clay
- Set dressingFilling a 3D scene with props and small details so it feels lived in
- Solidify modifierA modifier that gives a flat or open surface an even, adjustable thickness
- SplineAny smooth curve that software builds from a handful of control points
- Subdivision surfaceSmoothing a model by splitting each face into smaller ones, level by level
- Surface normalThe invisible arrow that says which way a surface faces
- TopologyHow the faces and edges of a mesh are laid out and flow across it
- VertexA single point in 3D space; the corners every mesh is built on
- VoxelA tiny cube of 3D space, like a pixel with depth
- WireframeA see-through view that draws only a model’s edges
Intermediate 3D modeling terms
- Edge ringA set of parallel edges side by side, like the rungs of a ladder
- Hard-surface modelingModeling rigid, manufactured objects with crisp edges and clean panels
- InstancingPlacing many copies of one model that all share the same data
- LatticeA simple cage that bends and squashes the object inside it
- LOD (level of detail)Swapping in simpler versions of a model as it moves away from the camera
- NURBSSmooth surfaces defined by math curves, used for precise product design
- PoleA vertex where three, five or more edges meet instead of the usual four
- Procedural modelingBuilding models from rules and settings so they can be changed or regenerated
- RemeshRebuilding a whole mesh automatically with new, evenly spaced faces
- RetopologyRebuilding a messy model with a clean, lighter mesh on top
- Smoothing groupA set of faces that shade as one smooth surface, with hard edges where sets meet
- TessellationBreaking a surface into many small flat faces, usually triangles
- TriangulationSplitting every face of a mesh into triangles, usually before export
More 3D glossary topics
3D modeling terms FAQ
What are the basic terms in 3D modeling?
Mesh, vertex, edge, face and polygon describe what a model is made of. Topology describes how those pieces are arranged. Extrusion, bevel and subdivision are the first tools most people use to shape it.
What is the difference between low poly and high poly?
Low-poly models use few faces and run fast in games and apps. High-poly models use many faces for fine detail in close-ups and sculpts. Artists often sculpt in high poly, then bake that detail onto a low-poly version.
Is 3D modeling hard to learn?
The basics take a few weeks of regular practice. Simple props come first and characters later. Clean topology is the skill that takes longest, which is why it has several terms of its own.