Subdivision Surface:
A popular method of modelling using a "low resolution" polygon mesh which is then smoothed to produce a well rounded model. It's advantage is producing high polygon results while only creating a low polygon base mesh. This term is commonly shortened to SubDivs or SubD.
Some programs have different names for Subdivision Surfaces, Cinema 3d calls them Hyper NURBS, Lightwave used to call them Meta NURBS.
Base Mesh:
The subdivision model without applying any smoothing. Also called a cage or hull mesh.
Smoothing Artifacts:
Unwanted smoothing problems caused by bad topology
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Inline Edge:
An extra line of topology that allows control of corners in Subdivision modelling.
Pole:
Where 3, 5 or more edges meet. While 4 meeting edges might be called a 4 sided pole it is rarely refered to as one because it is considered normal in subdivision surfaces.
Topology:
The wireframe pattern of a mesh.
Polygon:
A flat surface that forms the basic building block of a 3d model
Quad:
A four sided polygon.
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