Visual effects artist Rusty Hazelden has released an in-depth 5 part Maya tutorial series on YouTube. The Art of NURBS Modeling Volume 1 provides an introduction to the powerful NURBS modeling tools available in Autodesk Maya.
If you need to use 3D vehicle model in CAD/NURBS software as a NURBS model, we will convert it for you. IGES will be the output format, but by request we can provide model in STEP, CATPART, SAT format. The geometry of this 3D modeling software is based on the NURBS mathematical model, which focuses on producing a mathematically precise representation of curves and freeform surfaces in computer graphics (as opposed to polygon mesh-based applications). You will recognize many tools from MoI, which is in fact based on the same principles as.
Watch the Maya tutorial series today on the Rusty Hazelden YouTube Channel.
Get the project files now and give this tutorial a go! https://gum.co/taonm1
The Art of NURBS Modeling Volume 1 provides visual effects artists with an introduction to the powerful NURBS modeling tools available in Autodesk Maya.
From curves to surfaces and everything in between, we’ll dive deep into the Maya NURBS modeling tools, and put them to use by modeling a highly detailed, hurricane lantern.
NURBS modeling techniques are used in the visual effects industry for creating highly detailed, hard surfaced models. We’re going to learn how to create NURBS surfaces from curves by using the loft, extrude, revolve, and planar surface tools.
A NURBS surface is only as good as its underlying curves so we’re going to spend a fair bit of time learning about curve creation and editing techniques that will help you create better models.
Along the way, we’re going to learn numerous tips for efficient NURBS modeling, including how to keep objects organized using display layers, how to create accurate scale models using reference images, and discover countless time-saving techniques.
- NURBS Curves
- NURBS Primitives
- Curve Components
- Curve Degree
- Curve Parameterization
- CV Curve Tool
- EP Curve Tool
- Reverse Curve Direction
- Inserting Knots
- Curve Primitives
- Open and Closed Curves
- Detaching Curves
- Cut and Attach Curve Tools
- Snapping Tools
- NURBS Surfaces
- Revolved Surfaces
- Extruded Surfaces
- Lofted Surfaces
- Planar Surfaces
- Duplicating Surfaces
- Construction History
- Modeling a Hurricane Lantern
- Maya Set Project Directory
- Modeling with a Reference Image
- Using Display Layers
- Drawing Curves
- Building Surfaces
- NURBS Surface Tessellation
Rusty Hazelden is a visual effects artist with a passion for movies. He makes videos on YouTube about movie visual effects techniques using Maya, RenderMan, and V-Ray.
For more information about the tutorial series, check out his YouTube channel and website.
For more information about the tutorial series, check out his YouTube channel and website.
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In the 3D environment and in the subject matter of modelling, there are two different approaches to modelling which are NURBS and Polygon Modelling. To understand and utilize these techniques I need to undertand the difference between them as with understanding I can apply them in right context within my model where I deemed fit to.
NURBS stands for Non- Uniform Rational B-Splines which in context of a 3D environment denotes that the shape of an object is defined mathematically much like a complex formula. The Non- Uniform aspect refers to the parameterization of the curve of and so these Non-Uniform curbes allow with amongst other things the allowance of the presence of multi-knots which are essential in depicting Bezier curves. Furthermore, the Rational section of NURBS demotes to the underlying mathematical representation and with this property intergarted it allows NURBS to reprsent exact conics like parabolic curves an free-form curves. Lastly, the B-Splines are piecewise polynomical curves that have a parametric representation. Fifa 2004 download full game no steam. Essentially, NURBS are mathematical models commonly utilized within the 3D environment for creating and defining curves and surves offering flexibility and precision for handling both analytic and modeled shapes.
Conversely, Polygon Modelling counteracts against NURBS as it is an approach to modelling objects within the 3D environment by representing their surface using polygons, this technique of modelling is well suited and targeted to scanline rendering in turn making it an ideal choice for real-time computer graphics. In itself, a polygon is a an n-sided shape with is defined by its corners or vertices and the straight lines or edges between them. When modelling using polygons ususally they use traingles or quadrilaterals although in the Maya interface it supports polygons with many more sides and additionally the individual polygon is often refered to as a face and it commonly though of as the filled area defind by its vertices and edges that can be manipulated in modelling (extrusion).
Open Source Nurbs
NURBS and Polygon Modelling are two very varied workflows within the Modelling world, A bullet point checkilist idenitfing their features and aspects was one piece of information I found whilst researching , this checkilist incorporates both pros and cons for each technique of modelling and I found it an easily way to understand the differences between these two very varied techniques of modelling ~
Polygons:
- Easy to manipulate.
- Can have their uv’s mapped out for texturing.
- Have infinite sides.
- Surface is made up of vertices, edges and faces.
- Are used to create video games. (triangulated polygonal faces only)
- Cannot be used as a surface to draw Paint FX on.
- Generally easier to use.
- Easy to work with than subdivsions
- Easy to attach
- Can be modelled as a single, continuous surface
- Lacks the level of detail that is avaliable in subdivisions.
Nurbs:
- Smoother.
- Can change tesselation for smoother rendering.
- Cannot map out uv’s.
- Only have four sides to every nurbs object.
- Surfaces are made up of curves. (lofted together you mght say) You modify the curves to manipulate the nurbs surface.
- Are not used in PC or video games. (not counting the rendered movies you see)
- Are used to patch model. Patch modeling is usually used for very realistic characters.
- Can be used as a surface with which to draw Paint FX on.
- Boolean operations only avaliable for nurbs on versions 4.5+
- Take up less data space.
- Easily translatable into other programs
- Surfaces often difficult or impossible to attach
Within Polygon Modelling you are working primarily with faces, edges and vertices of an object, repositioning vertices, inserting new edges to establish additional rows of vertices to work upon, extruding faces to form branching structures and optionally the technique of subdivision can be applied to subdivide the mesh into a smooth looking surface and within Maya’s interface with a more higher level of tools, for instance deformers it is achievable to bend, twist and deform models with ease making polygons the most universal and flexible geometry type in modelling and is extensivley used to achieve models as there very direct approach to solving a problems offers a lot of personal control from the modeller over the final outcome of the shape. Nevertheless, with NURBS Modelling instead of working with the faces, edges and vertices of an object, it works with whatever equates to rectangular surfaces to which may be deformed, have shapes cut out them (Booleans), stitched and blended together and other techniques within the Modelling interface to form complex shapes. NURBS are constantly and always smooth as they are mathamatically a continuos curve offering an easy way to keep smoothness within a model however the majourity of render converts them to polygons at rendertime causing a disadvantage when using the Maya renderer or mental ray as setting appropriate tesselation settings is vital. In comparision to Polygon Modelling, they offer less productivity and only have some minor advatages, for instance, they never need to be UV mapped as they are rectangular surfaces so their UV’s are inherent but on the other hand these UV’s cannot be substantially altered yet being precise and this good for engineering applications such as designing a toaster or car, in Maya they are quite difficult to utilize effectively in excess. NURBS are great for creating organic surfaces and for industrial design. Although, NURBS patches must be four sided, which can be a hinderance without proper planning , on the other hand you can use curves to create surfaces. Modeling with this method may be faster than Polygon Modelling in some cases.
On the contrary, Polygon Modelling are arbitrary as the process in most cases is easier to grasp but because polygons are faceted, it can take quite a few of them to create a smooth surface unlike NURBS which offer a smooth surface with ease because of its mathematical continuous curve. Moreover UV editing can be tedious unlike NURBS in which no UV editing is necessary as its UV in inherent. Furthermore, Polygon Modeling creates much larger files than NURBS modeling because the software keeps track of points and shapes in 3D space instead math formulas. Additionally, for Low Resolution Poly Modelling, you can apply NURBS smoothing which gives you a nice finish, polygon control and small file sizes. The two methods are used simultaneously usually as final objects are usually converted to Polygons even if they are built in NURBS mode. A real life portrayal of this is in the XBOX as the XBOX content may be made in a Polygon/NURBs hybrid although XBOX only can use polygon models so the CG artist gets the benefit of easy-to-use NURBS but can then export polys for the receiving system.
A NURB modeled dog, made up of 21 seperate objects (as NURBS cannot be attached) illustrated by different colours on the model. The NURBS offer an organic shape quciker than Polygons and when converting them to Polygons you get a smooth Polygon surface (This would happen in this model as the NURBS craetes unsighly seams at the joints and converting to Polygons will ensure and attach the joints fluidly).
A NURBS modelled car.
Low Resolution Polygon Modelling of Disney’s Bolt in 3D Studio Max
Low polygon version of the human head. This is how the complete 3D model will look like before s Meshsmooth modifier is added.
Giraffe 1 is Low polygon count.
Giraffe 2 is Smoothed on the edges by the Edit Polygon/Normals/Soften-Harden Edges.
Giraffe 3 is Smoothed by Polygon/Smooth, with division set to 1
Giraffe 4 is Smoothe by divisions set to 2.
Modelled Motorcycle using a combination of polygonal and NURBS modeling with most of the model being converted to polys for final texturing and rendering.
Subdivisions-
3d Nurbs Modeling Software
Branching out from NURBS and Polygon Modelling lies Subdivisons, a technique that combines the best features and aspects of NURBS and Polygon Modelling and an easy and simplistic way to create intricate and complex objects. Subdivision surafces allow a dingle surface to model complex forms, it can have varied levels of detail in different regions and a region that has a complex form can have more control points to obtain finer detail, it varies on the complexity of the region to the amount of detail produced, a simple or flat region will have fewer control points. Essentially, this technique works by dividing a base mesh initially and then subdivding those regions into finer and finer detail so in each subdivision that occurs greater control is obtained in that area. Subdvision surfaces can then be reshaped by modification of the control points, the base mesh will allow the reshape of larger scaled areas on the overall surface whereas the subdivided levels will allow finer control in specific regions of the surface. Overall, Subdivison is a result of the algamation of NURBS and Polygon Modelling that incases many positive attributes to modelling, such as, allows higher level control over shape than polygons, allows single use of complex geometry in the complex regions of models, allows creases and arbitrary topology, allows the continuity of subdivision surfaces eliminating many of the problems that can occur at seams when you animate NURBS surfaces and lastly can bind subdivision surfaces to skeletons at a coarse level and the effects will translate smoothly to the finer levels. However, it has its flaws also as these cannot be rendered in with mental ray and difficult to duplicate and attach.
Nurbs Editor
Subdivided suface on a character model, adds more finer detail to model surface.
Now that I understand these two vaired modelling techniques I can now apply them to my own work, understanding is essential as without understanding of certain techniques they will be extremely hard to apply to own work as knowledge application is at the core to modelling. I will try and incoporate these two modelling techniques within my own modelling and also the algamatic technique combining both NURBS and Polygon Modelling , Subdivisions to showcase my skills and knowledge application from research.
Free Nurbs Modeler
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