3D Concepts: Space, Objects and Meshes
Whatever software you use (Blender, Fusion, Maya, SketchUp), 3D modelling rests on the same ideas.
3D space
Every point has X, Y and Z coordinates. Software differs on which axis points up (Blender uses Z-up; many game engines use Y-up), which matters when exporting.
Transforms
Every object has:
- Location (where it is),
- Rotation (how it is turned),
- Scale (how big it is).
Transforms are relative to the object's origin (pivot point). Placing the origin sensibly (the base of a chair, the hinge of a door) makes models easier to use.
Meshes
Most 3D models are polygon meshes:
| Element | What it is |
|---|---|
| Vertex | a point in space |
| Edge | a line between two vertices |
| Face | a flat surface enclosed by edges (triangle, quad or n-gon) |
Every curved surface is approximated by many flat faces. More faces mean smoother shapes but heavier files.
Normals
Each face has a normal: the direction it faces. Renderers and printers use normals to know inside from outside. Flipped normals cause dark patches in renders and broken prints.
Other kinds of 3D
- Parametric CAD (Fusion, Onshape, FreeCAD): models built from precise measurements and features; ideal for mechanical parts.
- Sculpting (Blender sculpt mode, ZBrush): shaping millions of polygons like digital clay; ideal for organic forms.
- NURBS/curves: mathematically smooth surfaces used in industrial design.
Choose by task: precise parts → CAD; characters and organic shapes → sculpting; general objects and games → polygon modelling.
Units and scale
Work at real-world scale from the start (metres or millimetres). Wrong scale breaks physics, lighting, AR and printing.
Check yourself
- What is an object's origin used for?
- What is the difference between a vertex, an edge and a face?
- When would you choose CAD over polygon modelling?
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