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 34: Basic NURBS Shaping Final

4.1 ( 11 )

Lecture Details

We will continue to shape out the base for our body using NURBS by creating the arms and neck. Just like we used the NURBS cylinder to create the legs we will also make use of it to create the arms. The process will be identical to that of shaping the legs. One of the best ways to get the shape set up quickly is to use a primitive that closely resembles the shape that you are attempting to make. It is very typical that when creating a base body to build the geometry on using NURBS that you will only use the cylinder and sphere primitives.

Once we have finished doing our basic arm shaping we can go ahead and use negative scaling to mirror the arm from one side to the other. Using negative scaling to mirror a model will often cause the normal of the object to reverse. For polygons you would need to reverse the faces while with NURBS surfaces you have to reverse the surface direction. This is considered a bug if and when it occurs but really it’s not a bug however I won’t get into explaining why that is. Just know that when it occurs you can quickly fix it by either flipping the faces of a polygon based object or reversing the surface direction of a NURBS object.

Having completed our base layout we will be moving onto creating our actual body geometry. The idea behind this workflow is that we can get all the initial shaping out of the way quickly. While shaping NURBS is not really all that faster to do then shaping a polygon based object it does allow us to get a smoother and more accurate shape that we can build on top of. Character modeling requires very specific topology which is often best done from scratch. Now that we have a base model we can begin to build the topology of our character model completely from scratch.


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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.