In this blog, I am going to talk about 3D terminology which we need to understand in the 3D modelling pipeline.In order to familiar with some specific terms,I listed several examples to clarify what function they’ve been used in the process of creating a model.
Polygon is the actual object you manipulate into a whole object and it is also the most commonly used type in 3D. In order to create a smooth surfaces with polygon,3D modeller will need to add more geometry or either NURBS(abbreviation for “Non-Uniform Rational Basis Spline").
Topology is the way the lines around the polygons are moving,so the topology has to be around the joint of the figure model in order to create a fluent flexibility when the 3D object is been animated.
The surface of the 3D object is consisted of many faces, it is the most basic component of a 3D polygon.To create a face, it needs three or more edges connected together and the face is what fills in the empty space between the edges.In addition, faces are part of the object which gets material and texture applied.
A vertex is the tiny element that used to produce a polygon model. It is a point on the 3D surface, which can be manipulated to create a different aspect shape of the 3D object.
An edge is another element of a polygon. Edges help to sculpt the shape of the model and also transform them. An edge is composed on two vertices at their end points. Digital-Tutors Team (2013) mentioned that"Together, vertices, edges and faces are the components that all help to define the shape of a polygonal object."
Triangle is the simplest polygon consist of three vertices and edges.Triangle is often to be used to create a simple and low poly model.Digital-Tutors Team (2013) refereed “When creating complex meshes, triangles tend to pose a problem when subdividing geometry to increase resolution, and when a mesh will be deformed or animated."
Quad is made by four vertices connected with four edges around the four side faces. Quads are the polygon type, which is commonly be used to create a diversified 3D object and also has clean topology that help your model deform properly when animated.
Digital-Tutors Team (2013) stated “An n-gon is a polygon that is made up of 5 or more sides or edges connected by 5 or more vertices. It’s important to keep in mind an n-gon is typically related to a five sided polygon, but it’s not limited to just 5 sides. An n-gon should always be avoided, they often pose problems at render time, when texturing, and especially when deforming for animation."
N-gon sometimes can be a common issue which we need aware when we are creating either simple or complex model because it will be an annoyed problem when we move to the animating pipeline. For example, it is crucial to understand where to set up an edge or vertex to create knees and ankles… etc. in order to animate a character smoothly.
When I was modelling my character,I always asking my self “is this vertex, face, edge necessary to be here?" In order to create a clean topology for the character,and also concern the result after rendering out, it is an essential step which ensure every elements (vertex,edge.face) that you create have their own function on it.
Although it’s a bit different to compare with my character shape, it still a good reference to understand the basic wireframe which formed a figure.