// Terms: 45

Glossary

Short definitions of every term used in the sessions. Each term in a block text links here, and each entry links back to the blocks where it appears.

A

Apply Transform

Bakes an object’s scale, rotation and location into its geometry (Object → Apply → All Transforms). Without it Boolean, Merge and exports can go wrong.

AR (augmented reality)

Showing a 3D model “in real space” through a phone camera. On iOS it is Quick Look, on Android Scene Viewer; no separate app is needed.

Armature (rig)

A skeleton of bones that moves a model’s mesh. You build it for a specific movement you already imagine.

Used in: Block 6

Related terms: RigifyWeight Paint

B

Bevel

Chamfers a sharp edge (Ctrl+B) and removes the “plastic” look of a low-poly form.

Used in: Block 1

Related terms: ExtrudeSubdivision Surface

Blockout

A rough build of a form from simple blocks with no detailing. The goal is the proportions of the whole, not beauty.

Boolean

A modifier that cuts or adds volume using the shape of another object. Fast but fragile: it often leaves a messy mesh.

Used in: Block 2Block 5

Related terms: MergeApply Transform

C

Challenge

A harder version of the same task for those who finish sooner or already have experience. Not a separate track — an add-on.

Checkpoint

The real artifact a block ends with. Keep intermediate versions as separate files (_step1.blend, _step2.blend) so you can catch up on anything you missed.

D

Decimate

A modifier that quickly simplifies a mesh that is too heavy. A rough option, not a substitute for manual retopology.

Used in: Block 4

Related terms: RetopologyLOD thinking

E

Edge flow

The direction of edge loops. They should run around a joint, like rings around a finger, not through it.

Used in: Block 4Clean Mesh

Related terms: TopologyMatCap

Extrude

Pulls a face or an edge out into new geometry (E). This is how a nose, a bump or a barrel “grows” from a cube.

Used in: Block 1

Related terms: InsetBevel

F

FBX

The most proven format for the Unity and Unreal Engine game engines.

Used in: Block 7

Related terms: GLB

G

GitHub Pages

Free hosting for static pages. The club’s site lives there — and so will your portfolio pages and AR showcases.

GLB

A compact 3D file format that opens reliably right in the browser. Good for the web, Godot and your own AR showcase.

I

Inset

Creates a smaller face inside the selected one (I) — it prepares an area for the next Extrude.

Used in: Block 1

Related terms: Extrude

K

Keyframe

A saved position of an object at a given moment in time. A few keyframes make a simple motion loop.

Used in: Block 6

Related terms: Armature (rig)

Knife

Cuts the mesh along any line you draw across the surface (K). Unlike Loop Cut, the line doesn’t have to be a straight loop.

Used in: Block 2Block 5

Related terms: Loop Cut

L

LOD thinking

Different levels of detail for different parts or distances: a face seen up close deserves more polygons than a shoe sole.

Used in: Block 4

Related terms: Decimate

Loop Cut

Adds a loop of edges across a form (Ctrl+R) — an area for local detailing.

Used in: Block 1

Related terms: KnifeEdge flow

M

MatCap

A shading mode with a reflective material and no textures. On a bad mesh the reflections “swim” — a quick visual test of topology.

Used in: Block 4Clean Mesh

Related terms: Edge flowViewport

Material

A description of a surface’s color and look. Assigning materials to faces colors the model without UV unwrapping. Export needs a real material with a Base Color.

Merge

Joins vertices or separate objects into one mesh (M → At Center / By Distance). A simple, reliable way to assemble a model from parts.

Used in: Block 2Block 5

Related terms: Boolean

Mirror

A modifier that mirrors half of an object across an axis: edit one half and both are done. Turn it on first.

Used in: Block 1See the shape

Related terms: OriginModifier

model-viewer

A Google web component: it puts a GLB model into an ordinary page and opens AR on a phone with one tap.

Modifier

A non-destructive operation on a mesh (Mirror, Subdivision Surface, Boolean, Shrinkwrap, Decimate). You can change or disable it until it is applied.

N

N-gon

A face with five or more corners. It quickly fills a flat area but deforms poorly, especially in a bend zone.

Used in: Block 4

Related terms: QuadPole

Normals

The directions faces “look” in. A face with a wrong normal turns black or disappears after export. The quick fix is Recalculate (Shift+N).

O

Origin

The object’s pivot point for rotation and scaling. Mirror, moving parts and rigs all depend on it.

Used in: Block 1Block 2Block 5

Related terms: MirrorParent

Orthographic view

A view without perspective (Front, Side, Top). These are the images you need as references, because perspective distorts proportions.

Used in: Block 3

Related terms: Reference

P

Parent

A “parent — child” link between objects (Ctrl+P). A moving part then rotates about the right point, not an arbitrary one.

Used in: Block 5Block 6

Related terms: OriginArmature (rig)

Pole

A vertex where too many edges meet (typically a triangle “fan”). Bad in a bend zone because the mesh deforms unpredictably there.

Used in: Block 4Clean Mesh

Related terms: QuadEdge flow

Primitive

The simplest ready-made 3D shape: box, sphere, cylinder, cone, torus, plane. Every blockout starts with primitives.

Q

QR code

An image a phone scans to open a link. Generate it only for a published https:// address, never for a local file.

Quad

A four-sided face. The basis of a clean mesh: it supports Loop Cut, Subdivision and predictable deformation.

Used in: Block 4Clean Mesh

Related terms: N-gonPoleTopology

R

Reference

An image you check your model against: front view, side view, blueprint. Real proportions instead of “by eye”.

Retopology

Building a new clean mesh over an old form — by hand or with help from Shrinkwrap and Decimate.

Used in: Block 4

Related terms: ShrinkwrapDecimateTopology

Rigify

A Blender add-on with ready-made rig templates (meta-rig → Generate Rig). It gets you a result in one session without building every bone by hand.

Used in: Block 6

Related terms: Armature (rig)Weight Paint

S

Shrinkwrap

A modifier that pulls a new clean mesh onto the surface of an old form. Place it above Mirror and Subdivision in the stack.

Used in: Block 4

Related terms: Retopology

Silhouette

The outline of an object that reads at a single glance. If the silhouette isn’t recognizable, details won’t save it.

Subdivision Surface

A modifier that smooths an angular form into an organic one. It is not a “beauty button”: it amplifies the topology you already have — messy or clean.

T

Topology

How the mesh is built inside a form: how many and what kind of faces, where the loops run. It decides whether a model survives bending.

Used in: Block 4

Related terms: QuadEdge flowRetopology

U

UV unwrapping

Flattening a 3D model onto a plane, like an apple’s peel, so you can paint a texture on it. The club deliberately skips it at the start.

Used in: Block 1

Related terms: Material

V

Vertex Paint

Painting directly on vertices or faces — another way to get color without UV unwrapping.

Used in: Block 1Block 5

Related terms: Material

Viewport

The Blender window where you see and edit the 3D scene.

Used in: Block 3

Related terms: Orthographic viewMatCap

W

Weight Paint

Painting by hand which part of the mesh belongs to which bone. A quick patch for places where Automatic Weights got it wrong.

Used in: Block 6

Related terms: RigifyKeyframe