Maya 2015


Updated On 02 Feb, 19


Course Introduction and User Interface - Working with the Viewport - Understanding Primitives - Working with Projects - Extrude and Edge Loop Tools - Bridge, Extrude and Multiple Edge Loops - Manual Boolean Operation - Mirroring and Symmetry - Edge Normals - Understanding UV Maps - Automatic Mapping - Projection Mapping and Unfold - UV Sew and UV Layout - UV Map Arrangement - Delete History and Layer Editor - Edge to Curve and NURBS to Poly - Duplicate Special - Create and Assign Materials - Material Color and Specularity - Applying Substances - Creating the UV Snapshot - UV Snapshot Setup in Photoshop - Creating the Rope Texture - Texture Based Normal Map - Assign the Normal Map - Setup for Projection - High Poly to Low Poly Projection - Finishing Up the Textures - Applying Materials to Game Objects - Unreal Engine 4 Grid Settings - Image Planes - Basic NURBS Shaping - Basic NURBS Shaping Continued - Basic NURBS Shaping Final - Live Surface Preparation - Modeling Toolkit Quad Draw - Continued Work with Quad Draw - Edge Spiders - Component Editor - Smooth Preview - Model Cleanup - Custom Viewport Layouts - MEL Script Basics - MEL Echo All Commands


Lecture 16: Edge to Curve and NURBS to Poly

4.1 ( 11 )

Lecture Details

Using an edge we can create geometry along a set path. First we will create an edge that will help us to path out the direction for our new geometry. We can turn the edge into a curve which will give us access to surface tools. Then we can create a NURBS circle which when we select both our NURBS circle and our curve we can take advantage of the surface tool Extrude. Surface Extrude will allow us to turn our curve into completely new geometry that follows the curve. This neat little trick will save us a lot of time in our development process as we will not have to spend as much time dealing with the positioning.

Once we have our new object created we will then convert it back to a polygon object using the NURBS to poly tool. The NURBS to poly tool will allow us to customize the outcome for the topology of the polygon object. The U setting can be looked at as the edges that follow our original curve while the V setting will allow us to define how many edges we have going along that curve rather than with it. Be sure to have the U and V types set to "Per span number of isoparams" in order to get the same results as depicted in the video. The higher the U and V setting is the smoother and defined our polygon object will be after it is converted. Since we are developing our high polygon object for projection we will go ahead and allow the outcome to be fairly high in polygon count.


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Excellent course helped me understand topic that i couldn't while attendinfg my college.

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Great course. Thank you very much.