Anatomy of a mesh
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- Anatomy of a polygon meshTopicWhat a polygon mesh is made of, how a game engine stores it, and why the vertex count in the engine is higher than in your modeling tool.
- VertexKey termA single point in 3D space; the corner of every face. In a game engine it also carries normals, UVs and colours, which is why engine vertex counts run higher.
- EdgeKey termA straight line between two vertices. Edges outline faces, form loops, and decide where shading and UVs break.
- Face (polygon)Key termThe flat area enclosed by three or more vertices; the only part of a mesh that actually renders.
- TriangleKey termA face with three vertices. The only polygon a GPU draws, always flat, and the unit game budgets are measured in.
- QuadKey termA face with four vertices. The preferred face for subdivision and deformation, and the centre of the long "all quads" debate.
- N-gonKey termA face with more than four vertices. Handy while modeling and harmless on flat static surfaces, but unpredictable when triangulated, subdivided or deformed.
- Normals (face and vertex)Key termDirections perpendicular to a surface that tell the renderer which way it faces. Face normals decide front and back; vertex normals decide how light shades across the surface.
- Winding order and backface cullingKey termThe order of a triangle's vertices decides which side is its front; renderers skip back faces to save work, which is why flipped faces, mirrored meshes and single-sided planes can vanish in the engine.
- Vertex coloursKey termA colour value stored on each vertex (or face corner) of a mesh; rarely shown as colour in games, mostly used as masks for blending materials, wear, wind and tint.
- Manifold and non-manifold geometryKey termA manifold mesh is a clean surface where every edge joins exactly two faces. Non-manifold geometry (extra faces on an edge, holes, loose bits, zero-area faces) confuses booleans, subdivision, 3D printing and cleanup tools.
- Degenerate geometryKey termFaces with no area and edges with no length, usually from stacked or collapsed vertices; invisible in the viewport but a cause of shading, baking, boolean and import problems. How to find and remove them.
- TriangulationKey termSplitting quads and n-gons into triangles. Every mesh is triangulated before the GPU draws it; doing it yourself, before baking, keeps shading and normal maps consistent.