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 Post subject: Glossary of Terms for 3D for Noobs
 Post Posted: Thu Aug 20, 2009 6:14 pm 
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Joined: Thu Apr 30, 2009 12:12 am
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Location: Braunschweig, Germany
Found this listing as a really great reference for noobs and 3D (author credit at bottom):

Hello and welcome to the world of 3D graphics and modeling.

I say that because if you are reading this you probably are new to this stuff and don't know any better than to be looking here and not somewhere that you could actually get a proper answer.

I'm compiling these terms and their definitions into a sort of "glossary", to give a quick answer to terms that often pop up on forums, conversations (yeah, right) and in CG magazines found in peoples bathrooms. I've also thrown in a few "internet abbreviations" and terms for any folks who may have just discovered "3D" or that the "web" is not just a thing spiders make on the back of your computer...


A



Aliasing:An artifact or distortion, often referred to as 'jaggies', that occurs in a digital image when not enough samples are taken to accurately represent straight lines and smooth transition between highly contrasted edges. In a 3D rendered image, the most common example is the stair-stepping effect seen along the edges of objects.

Ambient Occlusion:1- a shading method which attempts to approximate the way light radiates in the real world, particularly off what are normally thought of as non-reflective or matte surfaces.
2- (contributed by Valendar)-Ambient Occlusion is a simulation of how light tends to not reflect as much when two objects are close to each other, as their proximity causes it to bounce back and forth between the two objects, rather than off in the direction of the viewer. The practical end result is a mild self-shadowing in cracks and grooves. To see it in action, hold your palms facing each other about a handwidth apart, and look at them. Then bring them together, and look at the point where they meet - there will be a black line at the point of meeting, VERY rapidly fading to normal skin tone.
The primary use in rendering is to promote realistic light distribution. It can also be baked as a map, and overlaid on a texture (usually the specular or reflectivity maps) to further emphasize this effect, as well as to more accurately simulate metals and other reflective surfaces.

Anti-aliasing: A techniques to remove aliasing artifacts. Some examples are oversampling/supersampling and filtering.

AFAIK: "As Far As I Know".

AO: Ambient Occlusion. See previous definition to find out what that is. Often confused with APO which is ArmPit Odor- a condition one develops when the ratio of bathing to computer use is not balanced.

Apps: Apps is short for for application. An app is software, that can run on your computer,the Internet, on a good phone or other electronic devices like Giant Killer Robots.

Avatar: An image or Icon one uses to represent themselves online. Used in place of an actual photo of the person so as to avoid embarrassment and or terrifying small children.

Axis: Y and X axes, or Y, X, and Z axes, perpendicular lines used in the Cartesian coordinate system. Named after French mathematician and philosopher René Descartes, inventor of the "Cartesian Croissant".

B


Baking: 1-Baking Textures:This involves taking a model, applying (usually) procedural maps or vertex based lighting, then rendering that to a diffuse (or other type of) map. As an example, one could use one's (baking capable) program of choice to render a pure white version of the object with Ambient Occlusion directly to a map, which is then brought in to your image editor of choice and multiplied, overlaid, or what have you on top of various other maps. It can add a lot of realism when multiplied over a specular or reflectivity map, among other things.
2-Baking Normals / Displacement:A bit more involved, this usually involves having two versions of a model - the low or mid polygon count version that is mapped and prepped, and a super-high polygon version with all of the detail in the actual model itself. Both are in the exact same pose and position, so that they overlap each other slightly. The program then (usually) creates a "cage" based on the lower poly figure, and uses this to determine ray casting direction. It then renders to a Normal Map or Displacement map, using the rays of the low poly where it hits the high poly and calculating both the angle of impact, and the height difference. The angle of impact is more important to a Normal Map, while the height difference is more important to a Displacement or Bump map.
3-Baking Morphs: Making the morphs work in export formats for other programs.(contributed by Valendar).

Beta: A term used to label software that is not quite ready for commercial release. Often this software has bugs, is missing functionality or makes you ask questions like "When are they going to fix this" or "What the hell were they thinking".

Blender: A sophisticated "freeware" modeling and animation program, know to cause the heads of "Noobs" to explode. Can be found here:
http://www.blender.org/download/get-blender/
Also a device used to mix Frozen Margaritas, a useful way of relieving the pain when first learning "Blender".

BMP: Bit Map format(I don't know where that "P" comes from). A lossless compression format native to Microsoft Paint.

Bone: A rigid object analogous to a real bone, placed inside the ‘skeleton’ of a character during the process of rigging it for animation. When a bone is moved, it acts upon the mesh of the character model, deforming it.Also something a dog likes to chew on.

Boolean Modeling: A type of solid modeling that involves adding or subtracting from a "primitive" form such as a sphere. Think of it as sculpting with clay. Bryce uses Booleans to create complex shapes.
Named after George Boole, inventor of Boolean logic, which is the basis of modern digital computer logic. Really.

BO: Body Odor: a condition often arising from too much Internet or Computer use and not enough showering. A can of "Commercial Air Freshener" or "Industrial Body Spray" can be used to mask its effects on the environment.

Bryce: A 3D modeling, rendering and animation program specializing in fractal landscapes. Named after Bryce Canyon Utah. Can be found here:
http://www.daz3d.com/i.x/software/bryce

BTW: By the way. Also Big Tough Wombat.

Bug:In the computer world, a bug is an error in a software program. It is believed that the term dates back to the 1940's when the Giant moth "Mothara" destroyed ENIAC the worlds first functional computer.

Bump: Or "Bumping" the act of making a simple post in a thread to "Bump" the thread back up to the front of the forum queue. Usually just the word "Bump" is posted.

Bump mapping: A technique where at each pixel, a perturbation to the surface normal of the object being rendered is looked up in a heightmap and applied before the illumination calculation is done. The result is a richer, more detailed surface representation. Okay, I copied and pasted that one... I'm not even sure what "perturbation" means... I'd of guessed something that too much of will give you hairy palms.


C


CAD: Computer Aided Design. Come on, did you really not know that? Could also refer to a man who seduces a young woman, often to her social or financial ruin or the former Central Ammunition Dump at Hawthorn, Wiltshire UK... it might still be for sale. Really, look it up.

Camera: A piece of software's interpretation of the user's point of view.

Caustics: The light patterns generated on a surface by refracted or reflected light rays. Photon mapping is one example of this.

CD: Compact Disc.... where the hell have you been?

Child: An object assigned to a "Parent" object. A child object is controlled by the parent object it is linked to. Also a small human.

Convex hull:The “skin” created by enclosing all the extreme points of a 3D object.

Coplanar: A reference to entities that exist in the same plane.

Collision Detection:In video games and computer simulations, collision detection involves using algorithms to check for collision, or intersection, of two "solid" objects.

CV: Control Vertex. a control handle or point used to manipulate the shape of a NURBS curve.


D


Daemon: A computer daemon is a constantly running program that triggers actions when it receives certain input. For example, a printer daemon spools information to a printer when a user decides to print a document. A daemon running on a mail server routes incoming mail to the appropriate mailboxes. Web servers use an "HTTPD" daemon that sends data to users when they access Web pages. I added this one because I always get a "Daemon failure notice" from Yahoo....

DAZ: 1- Digital Art Zone. 2-A Theoretical point in space where one can spend countless hours and untold quantities of cash.

DAZ soon: 1- A general good natured attempt at relating an unspecified or incomprehensible timeframe to human understanding. 2- An expression of a theory in quantum physics where time actually stops. 3- Equal to or greater than a Epoch. 4- Wishful thinking.

Debugger: Someone who chases buggers away.

Default material: A material assigned to all newly created objects. That crummy grayish/white color an untextured object is given.

Deformer: Usually, a modelling tool which deforms the structure of an entire object. However, the exact meaning of the term varies from software package to software package.

Displacement mapping: An alternative technique to bump mapping, normal mapping, and parallax mapping, that uses a heightmap to cause an effect where the actual geometric position of points over the textured surface are displaced along the surface normal according to the values stored into the texture.

Dongle:A small piece of hardware that connects to a computer or laptop. It is a portable device and is often identical in appearance to a USB Pen. Although earlier use of dongles was to authenticate a piece of software, the word dongle is now widely used to refer to a broadband wireless adaptor. Not what you though it was, eh?

Dynamics:The branch of mechanics dealing with the way masses move under the
influence of forces and torques. Increasingly used to drive animations by the application of physical laws.


E

Edge entity - Edge bound faces within geometry. The term edge and line are often used interchangeably.

Edge-based modeling: A type of modeling in which a model's surface is automatically created for 3 intersecting coplanar edges.

Extrude - The action of thrusting out or growing a form.


F

Face: A planer entity bounded by 3 or more intersecting coplanar edges or lines, primarily used in surface modeling.

Fall-Off: The way in which the intensity of light diminishes the further it gets from the source.

FAT: File Allocation Table or a condition generated by too much computer use and not enough exercise.

FAQ: Frequently Asked Questions. Not to be confused with FAAQWOAs or Frequently Asked Annoying Questions With Obvious Answers.

Firewall: A computer firewall limits the data that can pass through it and protects a networked server or client machine from damage by unauthorized users. Also refers to a burning wall.

Forward Kinematics Animation: An animation method where the positions of child objects in an articulated “chain” are determined by the position and orientation of its parent object. EX: in a hierarchical linkage of a human figure, when the torso (the parent) bends over, the head (the child) moves along with it, but the head can be turned without affecting the torso.

Freeware: Software that is INTENDED to be used for free. No 30 day limit, no demo versions, no disabled features -- it's totally free.Though freeware does not cost anything, it is still copyrighted, so other people can't market the software as their own. Often considered by cheap people(like me) to be the only kind of software worth having.


G


Gigabyte: A gigabyte is 2 to the 30th power, or 1,073,741,824 bytes.

GKR: Giant Killer Robots. A type of electronic device that goes around smashing large building and fighting Giant Prehistoric Monsters like Godzilla. Typically found in Japan.

Global illumination: A family of algorithms which, when determining the light falling on a surface, takes into account not only the light which has taken a direct path from the light source (direct illumination), but also light which has undergone reflection from other surfaces in the scene (indirect illumination).

GPS: Stands for "Global Positioning System." GPS is a satellite navigation system used as an alternative to getting to one's destination the direct way. Also good for finding new ways to drive a car into a lake or frozen pond.

Ground plane - A flat or level surface representing the ground. Sometimes represented by a grid.

Group entity: An entity that contains other entities. Groups are commonly used to combine several entities into a single entity for the purposes of performing a quick operation, such as a copy and paste.

GUI: Graphic User Interface. How the screen you use to communicate with the computer looks and operates, the placement and look of its tools and icons.
This concept varies from program to program. Some are easy to understand while other were obviously created by blind drunken brain damaged incontinent orangutans with sledge hammers. I'm not bitter.



H

HDRI: High dynamic range imaging.A set of techniques that allows for a far greater dynamic range of exposures than normal digital imaging techniques. The intention of HDRI is to accurately represent the wide range of intensity levels found in real scenes ranging from direct sunlight to the deepest shadows.

Hierarchy:The relationship of the sub-objects within a model or a scene to one another. Sub-objects may exist as parents, children or independents. A parent object controls the motion of all child objects linked to it, although the motion of a child object does not affect that of the parent.

Healing: The concept of joining two faces by erasing, or 'healing' a line that intersects a face. Creating one face from two.

Heightmap: A grayscale digital image used to store 3D data. Usually used in bump mapping, displacement mapping and for terrain mesh generation.

Hull: A group of straight lines connecting the CVs of a NURBS surface.


I

IJFOTWWML: Short for "I Just Fell Out The Window With My Laptop". Usually followed by a plea for help or medical attention.

Intersection: The concept of splitting faces and edges to create additional independent faces and edges by intersecting the face or edge with a line.

Image-Based Lighting(IBL): A technique in which a photographic reference image is used as an environment map to control the surface illumination of a 3D object, in order to create subtle real-world lighting effects.

Interpolation:The mathematical procedure by which a 3D software package calculates the in-between positions between two keyframes.

Inverse Kinematics Animation: Animation method that consist on positioning the ending limb of an articulated “chain” to obtain an automatic pose or articulation of the whole chain.

IT: Short for Information Technology. Also a member of the Adam's Family.


J


Joints: Points of articulation between the bones in a character rig. Not to be confused with a type of illegal cigarette.

JPEG: Stands for "Joint Photographic Experts Group".



K


Kangaroo: A large Australian marsupial.

Kbps:Kilobits Per Second.

Keyboard: A piece of computer hardware used to store potato chip crumbs and other snack fragments as well as dead bugs,boogers and molted hair. Ever work IT?

Keyframe: An image, or set of attributes for a 3D scene, used as a reference point in animation. In computer animation, the animator defines the keyframes and the computer generates the intermediate frames (process called tweening).

Kibibyte: A unit of data storage that equals 2 to the 10th power, or 1,024 bytes.While a kilobyte can be estimated as 10^3 or 1,000 bytes, a kibibyte is exactly 1,024 bytes.

Kilobyte: A kilobyte is 2 to the 10th power, or 1,024 bytes.

Kibblebytes: What a hungry dog eats.


L


Lathing: A modelling technique in which a two-dimensional profile is duplicated in rotation around a reference axis, and the duplicates joined up to create a continuous three-dimensional surface. Often the process used to make wheels,vases and spindles.

Layer: A level of an image that can be edited independently of the rest of the image. Also in some modeling programs layers are used to control the visibility of geometry within large models.

Lip Synching: The process of matching lip movement to spoken dialog.

LOL: Laughing Out Loud. Related- LO: Laughing Outside. LI: Laughing Insanely. LD: Laughing Demonically. LWIAN: Laughing While Intoxicated And Naked.

Low Poly: Low polygon count. Also a short parrot.


M



Material: A set of mathematical attributes that determine the ways in which the surface of a model to which they are applied reacts to light. These attributes are sub-divided into individual channels.

Megabyte: A megabyte is 2 to the 20th power, or 1,048,576 bytes.

Megahertz: One megahertz is equal to one million cycles per second. It is used to measure transmission speeds of electronic devices. The most common area you will see Megahertz used is in measuring processor clock speed, such as an 80000 Mhz Pentium XXII. Also what you get when you fall down the stairs and out the window next to the landing and fall onto the broken bottle collection below.

Megapixel: 1 million pixels.A camera's megapixel number is calculated by multiplying the number of vertical pixels by the number of horizontal pixels captured by the camera's sensor, or CCD.

Mesh: The surface geometry of a 3D model, made up of a series of linked geometry elements such as polygons, patches or NURBS surfaces.

Metaball modelling: A technique in which models are created using spheres (or, more rarely, other primitive objects) that attract and cling to each other according to their proximity to one another and their field of influence. Metaball modelling is particularly useful for creating organic objects

Modifier: Usually, a modelling tool which deforms the structure of an entire object. However, the exact meaning of the term varies from software package to software package.

Morph: To transform from one state to another. Morphing is commonly used in lip-synching, in order to transform the head model of a character between a variety of preset states (or ‘morph targets’), corresponding to common facial expressions, in order to create the illusion of speech.

Mouse: A small rodent named after a piece of computer hardware. Often found living off the crumbs in a keyboard.


N


Noob: Probably you if you are reading this.

Normal (Surface Normal): A three-dimensional vector which is perpendicular to a surface. Central to many computer graphics calculations.

Null: A point within a 3D scene that does not render out, but which is used as a reference for other objects.

NVIATWAS: Naked Vicki in a Temple With a Sword

NURBS: Non-Uniform Rational B-Splines. NURBS curves are two-dimensional curves whose shape is determined by a series of control points or CVs between which they pass. When a series of such curves are joined together, they form a three- dimensional NURBS surface. Such surfaces have a separate co-ordinate space (known as UV co-ordinate space) to that of the 3D scene in which they are situated. NURBS are commonly used to model organic curved-surface objects.

Nybble: Sometimes spelled "nibble," is a set of four bits.


O


Object: A generic term describing any item that can be inserted into and manipulated within a 3D scene. Models, lights, particle emitters and cameras are all objects.

OBJ: Wavefront Object file format or .obj.



P



P2P: Peer to peer.

PA: Published Artist.

Pan: A camera movement in which the camera turns side to side.

Parent: See Hierarchy. Also means tired and broke.

PC: A Mac's Evil twin.

Photon mapping: A global illumination algorithm based on ray tracing used to realistically simulate the interaction of light with different objects. Specifically, it is capable of simulating the refraction of light through a transparent substance, such as glass or water, diffuse interreflections between illuminated objects, and some of the effects caused by particulate matter such as smoke or water vapor.

Pixel Shader: A real-time shader application. A graphics processing function that calculates effects on a per-pixel basis. Pixel shaders are used to compute properties which, most of the time, are recognized as pixel colors.

Plane: A flat or level surface. Also something you ride on that flies.

Plugin: A small piece of third-party software that is loaded into a 3D application in order to extend its functionality. Plugins commonly perform such specialist tasks as file conversion or data export, texture generation, and physics or fluid simulation. There are thousands of plugins currently available on the Internet, both commercially and as free downloads.

PNG: Stands for "Portable Network Graphic. PNG files are lossless, meaning they don't lose any detail when they are compressed.

Point:A one-dimensional point in co- ordinate space. Points can be linked up to form polygons, used as control vertices for NURBS curves, or employed as nulls to control lights or cameras, amongst other functions.

Polygon: A geometry element formed by connecting three or more points. A triangle, or three-point polygon, is the simplest form of polygonal geometry. Polygonal modelling is a fast, intuitive method of creating 3D objects, but does not easily generate smooth curved surfaces.

Polygon mesh: A surface comprised of polygons, each derived from irregularly spaced points.

POV: Point Of Veiw. The user's view of the model.

Primitive: A simple three-dimensional form used as the basis for constructive solid geometry modelling techniques. Typical primitives include the plane, the cube, the sphere, the cone and the torus.

Procedural Texture: A texture map that is generated by a mathematical function, rather than a real-world bitmap image projected over the surface of an object.


R


Radiosity: A global illumination algorithm. A technique used to calculate indirect light to illuminate a scene. It uses radiative transfer theory.

Ray tracing: A specific rendering algorithmic approach technique which follows rays from the eyepoint outward, rather than originating at the light sources. It produces results similar to ray casting or scanline rendering, but facilitates more advanced optical effects, such as accurate simulations of reflections and refraction.

Readme:A readme file, often named "READ ME" to get the user's attention, is a text file containing useful information about a software program. It often accompanies the program's installer or is installed with the program. A typical readme file contains instructions on how to install the program, how to use the basic functions of the program, and what the program does.It is often ignored, thus generating FAAQWOAs.

Reflection Map: An environment map used to simulate real-world reflection effects on the surface of a 3D object. Reflection maps render more quickly than methods that generate true surface reflections, such as raytracing.

Rendering: The process of converting the 3D data stored in a software package into the two-dimensional image ‘seen’ by the camera within the scene. Rendering brings together the scene geometry, Z-depth, surface properties, lighting set-up and rendering method to create a finished frame. Rendering comes in two forms: Display or Hardware rendering, used to display the scene on-screen in the software package’s viewports; and the more processor- intensive Final-quality or Software rendering, which generates an image for output, and takes account of properties that Display rendering overlooks, such as shadows, reflections and post-process effects.

Rigging: The process of preparing a character model for animation, including setting up an underlying skeleton, complete with constraints, controllers and kinematic systems, and linking it to the mesh of the character model.

ROFLMAO: Short for "Rolling On Floor Laughing My Ass Off". One of the first signs of madness.

ROFTTPOTF: Short for "Rolling On Floor Trying To Put Out The Flames". Usually followed by SHIOF- "Send Help I'm On Fire".

Runtime: When a program is running, or executing, it is said to be in runtime. It is also Folder used to store all your wonderful models purchased at DAZ.


S



Scanline Rendering: Rendering technique, or family of algorithms, that renders a scene one row of pixels (or scanline) at a time. It works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis.

Shader: A computer program used to determine the final surface properties of an object or image. This often includes arbitrarily complex descriptions of light absorption, diffusion, texture mapping, reflection, refraction, shadowing, surface displacement and post-processing effects. In real-time shading languages there are two different applications of shaders: vertex shaders and pixel shaders.

Shading: The mathematical process of calculating how a model’s surfaces react to light. A variety of alternative algorithms can be used for the task, including Phong, Lambert, and Blinn shading models. Shaders are often built up as node-based shading trees, with each node controlling a specific aspect of the process.

Specularity: A surface property of an object that determines the way in which highlights appear on that surface.

SSS: Sub-Surface Scattering. The effect of light penetrating a surface and illuminating the inner layers. Very important to consider when simulating realistic skin and most other organic materials.

Subdivision Surface: Also known as Sub-Ds, subdivision surfaces are surfaces created using a technique midway between polygon and NURBS modelling. They consist of an underlying polygonal base mesh, which is automatically subdivided by the software to create a smoothed final form. Sub-Ds combine much of the power of NURBS surfaces with the intuitive characteristics and ease of use of polygonal modelling tools.



T


Texture mapping: The process of assigning (mapping) an image (texture) to a 3D surface. This allows a complicated colouring of the surface without requiring additional polygons to represent minute details.

Tiling: The process of duplicating a texture across the surface of an object. Tiling textures must be created so that the edge of one aligns perfectly with that of its neighbour, otherwise the result is a series of ugly seams. High- frequency textures are those in which patterns repeat at short intervals over an object’s surface; low-frequency textures are those in which the intervals are larger.

Tone mapping: A technique used to approximate the appearance of high dynamic range images in media with a more limited dynamic range. Print-outs, CRT or LCD monitors, and projectors all have a very limited dynamic range.
Essentially, tone mapping addresses the problem of strong contrast reduction from the scene values (radiance) to the displayable range while preserving the image details and color appearance important to appreciate the original scene content.

Toast: A euphemism referring to the digital representation of male genitalia.



U

UPS: "Uninterruptible Power Supply." or "United Parcel Service". Take your pick.

URL: "Uniform Resource Locator."

UV Texture Co-ordinates: The co-ordinate system used for assigning textures to polygonal models. Since UV co-ordinate space is two-dimensional, one of several projection methods must be used to ‘unwrap’ the UVs from the model and lay them flat on a plane. Once unwrapped, the UV map may be screengrabbed and exported to a paint package for texture painting.



V


Vertex: See-"Points". In computer graphics, objects are often represented as triangulated polyhedra in which the vertices are associated not only with three spatial coordinates but also with other graphical information necessary to render the object correctly, such as colors, reflectance properties, textures, and surface normals; these properties are used in rendering by a vertex shader, part of the vertex pipeline.... Whaaat?

Vertex Shader
A real-time shader application. A graphics processing function used to add special effects to objects in a 3D environment by performing mathematical operations on the objects' vertex data. Vertex shaders are applied for each vertex and run on a programmable vertex processor.

Volumetrics: Volumetric lights are lights whose illumination can be observed throughout a volume of space, rather than simply where the light strikes a surface. In similar fashion, volumetric textures are textures applied throughout a volume of space, rather than to a surface.

Voxel
From ”volume element”. A cubic unit of 3D volume defined at a size appropriate to the required resolution, sometimes described as the 3D equivalent of a pixel.


W


Wireframe: A shading method in which a simple grid of lines is used to represent the basic contours of the underlying model. For many 3D artists, this is a favored mode to work in, since it permits them to see faces and surfaces that would otherwise be hidden by overlying geometry.

Wireless: You pulled too hard on it and it now is "wireless".

Wombat: A medium sized Australian marsupial known for their amazing computer skills.



X


XML: Stands for "Extensible Markup Language." XML is used to define documents with a standard format that can be read by any XML-compatible application.



Y


Yottabyte:A yottabyte is 2 to the 80th power, or 1,208,925,819,614,629,174,706,176 bytes. Used in a sentence: "I need a 800 Yottabyte hard drive to store my 900 runtimes".



Z


Z-buffer: An area of memory holding the depth (Z) values of each surface in a 3D scene represented at each pixel location at the rendered image.
Z-buffering is the management of image depth coordinates in 3D graphics, usually done in hardware, sometimes in software. It is one solution to the visibility problem, which is the problem of deciding which elements of a rendered scene are visible, and which are hidden. Z-buffering is also known as depth buffering.

Z-depth:The distance a particular point or surface lies inside a scene. Z-depth information is used to calculate where a light casts shadows, and also to calculate which surfaces are visible to the camera during rendering, and which are obscured by nearer geometry.



Well, thats that. If you didn't find what you were looking for blame the people who wrote the books articles and other things I got this stuff from.

If it is stupid and makes no sense blame me.

Among my sources were:

http://www.3d-animation.com.ar/glossary_3d_1.php

http://www.wikipedia.org/

http://www.sharpened.net/glossary/

http://www.computerarts.co.uk/downloads ... d_glossary

http://www.netlingo.com/

Now you can go look it up for yourself. I wrote this because a while ago I said that we should have some kind of a Glossary of Terms. Apparently We is Me... well, and the people who wrote the articles I got these great definitions from. If there are any regulars here who are reading this and want to add definitions to this FEEL FREE to contribute, there are tons of stuff that I could not find a proper definition to. I'll try and add stuff when I find something good.

Enjoy.

Attributed to: lordvicore over at Daz3D Forums.


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