| No. | Item | Definition |
|---|---|---|
| 1. | albedo | base color without lighting |
| 2. | alpha | transparency channel or value |
| 3. | ambient occlusion | shadowing in tight areas |
| 4. | armature | a skeleton for deformation |
| 5. | array | repeat objects in a pattern |
| 6. | axis | direction line in 3D space |
| 7. | bake | transfer details into textures |
| 8. | bevel | chamfer or round an edge |
| 9. | blendshape | stored alternate mesh shape |
| 10. | blocking | rough early shape building |
| 11. | bone | a rigging joint element |
| 12. | boolean | combine or cut mesh volumes |
| 13. | bump map | texture faking small surface relief |
| 14. | camera | virtual device capturing the scene |
| 15. | collision | contact detection between objects |
| 16. | compositing | combining render passes together |
| 17. | constraint | rule limiting motion or relation |
| 18. | crease | sharpen subdivision edges |
| 19. | curve | smooth path or spline |
| 20. | decal | small projected surface detail |
| 21. | denoise | reduce render grain |
| 22. | displacement | geometry moved by a map |
| 23. | edge | a line between two vertices |
| 24. | emission | light produced by a material |
| 25. | export | save for another program |
| 26. | extrude | extend geometry from a surface |
| 27. | face | a flat polygon surface |
| 28. | FBX | common 3D exchange format |
| 29. | FK | joint rotation chain control |
| 30. | gizmo | on-screen transform handle |
| 31. | global illumination | indirect light simulation |
| 32. | glTF | efficient format for real-time assets |
| 33. | hard edge | an edge with sharp shading |
| 34. | HDRI | high-range image for lighting |
| 35. | high-poly | dense detailed geometry version |
| 36. | IK | joint solving from end position |
| 37. | import | bring data from another program |
| 38. | instance | linked duplicate sharing data |
| 39. | interpolation | in-between value calculation |
| 40. | island | a separate UV shell |
| 41. | keyframe | saved animation value at time |
| 42. | kitbash | build using existing parts |
| 43. | lattice | deformer cage for shaping |
| 44. | light | source illuminating the scene |
| 45. | lighting | placement and setup of lights |
| 46. | local space | coordinates relative to the object |
| 47. | LOD | detail level by distance |
| 48. | loop | a continuous ring of edges |
| 49. | low-poly | simplified geometry version |
| 50. | material | surface appearance settings |
| 51. | mesh | a network of connected polygons |
| 52. | metalness | how metallic a surface behaves |
| 53. | mirror | duplicate geometry across an axis |
| 54. | modifier | non-destructive geometry effect |
| 55. | morph | shape change between forms |
| 56. | n-gon | a polygon with many sides |
| 57. | noise | random pattern texture |
| 58. | normal | direction a surface is facing |
| 59. | OBJ | simple geometry exchange format |
| 60. | object | an individual scene item |
| 61. | opacity | degree of transparency |
| 62. | origin | object’s local reference point |
| 63. | outliner | hierarchical scene object list |
| 64. | PBR | physically based rendering workflow |
| 65. | pivot | point used for transforms |
| 66. | polygon | a flat multi-sided shape |
| 67. | pose | a character’s arranged position |
| 68. | proportion | relative size relationships |
| 69. | proxy | simplified stand-in object |
| 70. | quad | a four-sided polygon |
| 71. | ray tracing | rendering using light paths |
| 72. | reference | guide image or model |
| 73. | render | generate a final image |
| 74. | retopology | rebuild cleaner mesh flow |
| 75. | rig | controls for animating a model |
| 76. | rotate | turn around an axis |
| 77. | roughness | how matte a surface is |
| 78. | scale | resize an object |
| 79. | sculpt | shape a model like clay |
| 80. | seam | a marked UV cut line |
| 81. | shader | code controlling surface appearance |
| 82. | snap | align using fixed targets |
| 83. | solidify | add thickness to a shell |
| 84. | specular | strength of shiny highlights |
| 85. | subdivide | split geometry into smaller parts |
| 86. | texture | an image applied to surfaces |
| 87. | tiling | repeating a texture seamlessly |
| 88. | timeline | animation frame sequence display |
| 89. | topology | the arrangement of mesh elements |
| 90. | transform | move, rotate, or scale |
| 91. | translate | move an object in space |
| 92. | unwrap | flatten UVs for texturing |
| 93. | UV | surface coordinates for texturing |
| 94. | vertex | a point in 3D space |
| 95. | viewport | interactive scene viewing window |
| 96. | volumetric | rendered within a 3D medium |
| 97. | voxel | a 3D volume pixel |
| 98. | weight | influence amount on deformation |
| 99. | wireframe | display showing edges only |
| 100. | world space | coordinates relative to the scene |

