Terminology and Definitions

Information
This guide is based on 3D Studio Max 7.
| Item | Description |
| Bevel | Expand and contract polygons and faces. |
| COM | Center of Mass. |
| Complementary (hue) | Hues directly opposite. Complementary colors reside at opposite ends of the Color Circle or Color Wheel. To calculate an RGB complementary color: RGB complementary = 255-R, 255-G, 255-B For example: RGB= 255,0,0 RGB complementary = 0, 255, 255 |
| Edge | The line between each pair of vertices. |
| Element | A group of contiguous faces found in an object. |
| Face | A triangular plane. Faces have a front, called a normal. See figure in Edge. |
| FOV | Field Of View |
| Highlights | Highlights are reflections of light sources on the object surface. |
| Hue | The color in its purest form, with no black, gray, or white added. |
| LOD | Level Of Detail |
| Mesh object | A mesh object is composed of several subobjects: faces, vertices, edges, polygons and elements. |
| Pivot | A point about which an object is rotated or scaled. |
| Polygon | A group of two or more adjacent faces that lie on the same plane. See figure in Edge. |
| Spinners | Spinners are up and down arrows. |
| Spline | Is a type of curve that is interpolated between two endpoints and two or more tangent vectors. |
| Vertex | A corner of a face. See figure in Edge. |
| Quad menu | A menu which appears when you right click on a object in for example the top viewport. |
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