Glossary of Terms

The Glossary of Terms is an outline of technical and artistic terms used within the document.

3D Modeling- The process of developing a mathematical representation of any surface of an object in three dimensions using specialized software.

Alpha Masks- In computer graphics, alpha compositing is the process of combining one image with a background to create the appearance of partial or full transparency.

Bevelling- To add a curve and definition to a straight edge of a shape.

Cinematic Sequence- A sequence is a series of scenes that form a distinct narrative unit, which is usually connected either by a unity of location or unity of time.

Exporting- The process of converting a file to another format that can be used in other software.

Extruding- To pull/ expand something outwards.

Foliage Tool- Enables you to quickly paint or erase sets of Static Meshes or Actor Foliage on filter-enabled Actors and geometry.

Level Design- Involves the creation of video game levels, missions, and stages. This is done using a level editor – software used in game development to construct digital environments.

Level Sequencer- The “container” for your cinematic scenes, and must be created in order to begin working inside of the Sequencer Editor.

Material ID’s- A sub-object polygonal material selection. It is generally used to apply more than 1 material to an object without breaking it up into multiple objects.

Post Processing- Quality-improvement image processing methods used in video playback devices, and video players software, and transcoding software. It is also commonly used in real-time 3D rendering to add additional effects.

Sequence Editor- The cinematic editing tool inside Unreal Engine 4.

Texturing- the process of applying an image to a 3D model. Textures are the flat images that are applied to a model to give it color and detail.

UV Maps- The 3D modeling process of projecting a 2D image to a 3D model’s surface for texture mapping.

UV Unwrapping- It is the process of translating your 3D mesh into 2D information so that a 2D texture can be wrapped around it.

 

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