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 32: Basic NURBS Shaping

4.1 ( 11 )

Lecture Details

A Non-Uniform Rational B-Spline, here after referred to as NURBS, were created long before specialization software such as ZBrush or Mudbox existed. You could think of NURBS as the digital clay from back in the day. NURBS allowed graphic artists to create very highly detailed sculpts without the drawback of computing thousands of vertices. Naturally NURBS cannot duplicate the beauty of a million plus polygons but they are still very valuable tools to this day. Using NURBS we will be able to quickly get a base sculpt going for our character model.

Taking a look at the basic components of a NURBS surface you will come to find that it is very similar to a polygon model with a smooth modifier applied to it. NURBS consist of Control Vertex which can be thought of like points on a polygon based model. The Isoparms divide each of the Surface Patches so you could consider Isoparms to be much like edges and surface patches to be somewhat like polygon faces. The major difference is that a single control vertex can affect the shape of multiple surrounding Surface Patches unlike a point on a polygon model.

Since a single Control Vertex can affect multiple surrounding Surface Patches we can easily sculpt out a basic shape using NURBS. This allows us to treat the NURBS surface much like digital clay. Very quickly we will be able to get the basic shape of our character’s torso laid out in half the time it would take to do so using a polygon primitive.


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1 Ratings
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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.