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 33: Basic NURBS Shaping Continued

4.1 ( 11 )

Lecture Details

Now that we have our torso shaped we will want to begin shaping out the limbs of the character. The NURBS cylinder is an excellent primitive shape to use for this purpose. We will be manipulating the Control Vertex component in the same exact fashion that we used for shaping the torso. As you will immediately notice, the NURBS cylinder will be made up of the same exact components as the NURBS sphere.

One good method for shaping NURBS surfaces is to work with large details first then move on to small details. This allows for much quicker and also more accurate modifications to the NURBS shaping. Typically when working with NURBS you will want to keep the Isoparms parallel to one another else it can get quite confusing to work with. Once you have laid out the initial shaping you can then make more detailed adjustments. The idea is to keep the process as simple and quick as possible.

After we have our first leg all set up we will want to mirror it over to the opposite side of the body. To do so we will use what is referred to as Negative Scaling. First we will want to group the object we want to mirror in order to set the pivot point to the absolute center of our scene. Once we have the object placed inside a group we can then duplicate it. Then all we have to do is scale the group to a negative one based on the location we want the mirror to occur. Be sure to finalize the mirror by Freezing the Transformation of the group prior to removing the objects from the groups.


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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.