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NURBS- (NON-uniform rational Basis Spline).

Mathematical representations of 2-or 3 dimensional objects.
Used to help produce curves and surfaces.
PolygonDefined as straight-sided shapes, bound together with three or more vertices and the edges theyre associated
The interior region is known as a face (singular), and when multiple faces come together as a network, its
called a polygon mesh.
Subdivision Surface-Share characteristics from both polygon and NURB surface types.
- Able to produce smooth organic forms with few control vertices.
- Also allows extrusion of specific areas, to allow the surface to be moulded to create specific
A method of representing a smooth surface via the specification of a coarser piecewise linear polygon mesh.
Vertex- The edge of a polygon, as seen as a dot situated within the workspace area.
Edge- Two vertices at their end points.
[The line that joins two vertices].
Face- The interior region of a single polygon.
Control Vertex- As seen as multiple purple dots along a shapes isoparms (vertical line/edge), used to
model/shape a NURB curve, or surface.
Isoparm- represent sections of a NURBS surface.
Resolution- the number of pixels (individual points of colour) contained on a display monitor, expressed in
terms of the number of pixels on the horizon axis and the number on the vertical axis.
- In terms of 3D modelling- itll be the amount of faces on a shape. More faces= a smoother shape.
Smooth PreviewControls how Maya displays a polygon mesh in the scene.
- 1 (unsmoothed) ,2 (midway) and 3 (smoothed) on the keyboard can be used to change preview.
- (This is only a temporary means of displaying a polygon mesh at different levels of roughness, in the scene

Topology- the study of geometrical properties and spatial relations unaffected by the continuous change
of shapes or size of figures.
- The way in which constituent parts are interrelated or arranged.
In relation to 3D Animation: The word topology refers to the geometric surface characteristics of a 3D
object. The cleaner the topology, to more efficient and smooth the final animation will be.
Triangle- The simplest form of polygon, possessing 3 sides/edges linked together by 3 vertices and
creating a three sided face.
Its the less easiest of all 3 forms, posing a problem during moments of subdivision to heighten the
resolution of a shape, and during deforming/modelling and animating the subject.
Quad- (Quadrilaterals) is a form of polygon, possessing 4 sides/edges linked together by 4 vertices and
creating a 4 sided face.
This is apparently the one polygon youll want to aim for, when creating 3D models. Its more reliable when
the model is deformed, or during the animation stage.
N-gon- The most intricate form of polygon, possessing 5 or more edges and sides, linked together by 5 or
more vertices. This polygon must always be avoided, as they are not easy to animate, are unpredictable
and tend to cause problems during the rendering stage.
Edge Flow- Determines movement during animation.
Extrude- A tool that allows user to move polygon section (less for modelling, and more for simple/small
application of detail).
Edge Loop- a path of polygon edges that are connected in sequences by their shared vertices.
When highlighted, it can be seen as an orange coloured loop.
3D Modelling- A means/the process of creating a mathematical representation of any 3-dimensional
surface of an object, through specialised software- i.e. Maya. The outcome of which is known as a 3D
3D Sculpting- Alternatively, 3D sculpting (or sculpt modeling), is defined as the use of digital software
to manipulate a digital object similar to how someone might sculpt using a real-life substance such as clay.
The software will offer the same processes, (pushing, pulling, smoothing and pinching) but over a digital