Glossary
3D glossary
Plain definitions of the 3D terms that matter when you generate assets: topology, materials, file formats and the rest, each with sources.
8 termsClear, practical definitionsReviewed October 2026
- 3D file formatsStandard ways of storing a 3D model in a file so different programs can exchange it.#formats#pipeline
- glTF vs FBXBoth carry 3D models with materials, skeletons and animation, but they come from different worlds.#formats#pipeline
- Level of detail (LOD)A rendering optimisation that swaps a model for simpler versions as it gets smaller on screen.#geometry#modeling
- PBR materialsSurface descriptions built on physically based rendering, which models how real light reflects off real surfaces.#materials#texturing
- Quad topologyA way of building a polygon mesh almost entirely from four-sided faces arranged in continuous rows called edge loops.#geometry#modeling
- RetopologyRetopology is the process of rebuilding a 3D model's surface with a new, cleaner polygon layout while keeping its shape.#geometry#modeling
- Text to 3DGenerating a three-dimensional model from a written description.#ai#generative
- UV mappingThe process of flattening a 3D model's surface into a 2D layout so a texture image can be wrapped onto it.#materials#texturing
Quick answer
What 3D terms do you need to know to use AI-generated models?
The essentials are topology, how a mesh's polygons are arranged; retopology, rebuilding that layout so a model edits and animates cleanly; UV mapping and PBR materials, how textures wrap and respond to light; and file formats such as glTF, FBX and OBJ. Each entry here defines one term and links its sources.
How this glossary works
Every entry starts with a short definition you can quote on its own, then explains why the term matters in a real pipeline, where the common mistakes are, and which sources back it up. Definitions stay neutral: they describe the technique as the industry uses it, not as one product does.
Terms are grouped by topic rather than alphabetically, because the ideas build on each other. Geometry terms such as retopology and quad topology explain what makes a mesh usable. Materials terms such as UV mapping and PBR materials explain how a surface gets its look. Format terms such as 3D file formats and glTF vs FBX explain what survives an export, and level of detail covers keeping it fast in an engine. Generative terms such as text to 3D explain where AI-generated meshes come from and what they still need.
New to 3D? Start with text to 3D, then file formats.








