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The terms that come up in the courses, defined in plain English.
The geometry type most 3D models are made of: vertices, edges, and faces.
A single point in 3D space, the smallest building block of a mesh.
A straight line connecting two vertices.
The visible surface spanning three or more vertices.
A three-vertex face, the minimum possible polygon.
A four-vertex face, the modeler's preferred polygon.
A face with more than four vertices.
The Blender mode for arranging whole objects in a scene.
The Blender mode for editing a mesh's vertices, edges, and faces.
Shaping a mesh by manipulating its components in Edit Mode.
The three basic operations for manipulating objects and components (G, R, S).
The panel for adjusting the settings of the operation you just performed.
How edge loops travel across a model's surface.
A new edge loop inserted across a ring of quads.
A vertex where three, five, or more edges meet instead of four.
The direction a face points, which controls how light shades it.
Rendering faces with blended normals so surfaces look curved.
A modifier that rounds and refines a mesh by subdividing it.
Blender's non-destructive list of operations applied to an object.
How much texture resolution a surface gets per unit of area.