New Feature: Playlist Center! Pick a topic and let our playlists guide the way.

Easy-to-follow video tutorials help you learn software, creative, and business skills.Become a member

NURBS primitives

From: Maya 2011 Essential Training

Video: NURBS primitives

Probably the easiest way to start modeling with NURB surfaces in Maya is to start with Primitives. This is very similar to what we do with polygons. You start with a Primitive. With NURB surfaces, you could actually start with either Curves or Primitive surfaces. So there really are two basic starting points. But let's go ahead and take a look at some of the NURBS Primitives. Now, we can get to these either through the menu. We can go Create > NURBS Primitives. In fact, I can just tear this off, so we have this ready. Or we also have a shelf here with a lot of the surfaces pretty much preset, and a lot of actually the NURB's operations are all right here as well.

NURBS primitives

Probably the easiest way to start modeling with NURB surfaces in Maya is to start with Primitives. This is very similar to what we do with polygons. You start with a Primitive. With NURB surfaces, you could actually start with either Curves or Primitive surfaces. So there really are two basic starting points. But let's go ahead and take a look at some of the NURBS Primitives. Now, we can get to these either through the menu. We can go Create > NURBS Primitives. In fact, I can just tear this off, so we have this ready. Or we also have a shelf here with a lot of the surfaces pretty much preset, and a lot of actually the NURB's operations are all right here as well.

So let's go ahead and start by creating a sphere. Basically, just select sphere and drag on the grid. I will go ahead and shade that. In fact, I'm going to turn off the grid here, so we can just see this. Now, notice how the sphere actually has a line, a darker line down the middle. This is where the patch actually intersects. What a NURB surface is is a four-sided rectangle that's kind of scrunched up at the top to create a sphere.

So we can kind of see how this works. If I go into my Channel Box, and under makeNurbSphere, if I just take my Sweep and I unsweep it, you can see how we can kind of open up this NURBS sphere. And you can see now, basically what it is a shelf that's kind of closed on both ends. So what you have is you don't have a continuous surface like you do with a polygon. You actually have a patch that's kind of scrunched up, and this can actually affect the way that you model.

So just be aware that it's there. Now, some of the other controls we have are Start and End Sweep here. And we also have our Radius, which is the size of it, and we also have the number of Sections, which is the amount of detail that we want in our NURBS surface. Now, one of the things about NURBS surfaces is that they are naturally smooth. So you don't need as much detail to create a smooth surface. Now, I'm going to jump around a little bit here, and let's go ahead and look at the NURBS Cylinder. I'm going to go ahead and just drag that out and create a NURBS Cylinder.

With the NURBS Cylinder, we actually have three separate objects. Again, you cannot connect things like you can in a polygonal object. So if I select the top or the bottom of the sphere, you'll notice that they are actually separate objects. So the caps of this cylinder are actually separate, and you can actually see the names here. We have topCap, bottomCap and the Cylinder. So if I wanted to, I could actually just hit Delete and delete those. And so now what I have is kind of like this hollow cylinder.

And the reason I'm doing this is to, again, show you a little bit about how NURBS surfaces are constructed. If we go into our INPUTS, we can again play with our Sweep and you can see how, again, this is a four-sided patch that's been wrapped around. It's almost like we took a label and wrapped it around a bottle, or took a piece of sheet metal and rolled it around to make a tin can. That's kind of how NURBS surfaces work, and if you remember the sphere, all we have to do to actually create a sphere is to kind of wrap up the top end.

So if I took these Control Vertices and kind of scrunched them up a little bit, we'd start to get what we would have as basically a sphere. So if I start doing this you can see how I can start to approximate a sphere just by binding up those top control vertices, and that's really exactly how a sphere is made using a NURB surface. But again, when it's all said and done, it really is just a patch that's been wrapped around. So I'm going to go back in Object mode and delete this. And let's take a look at one more.

We're going to actually take a look at the Torus. And what you can see with the Torus is that it's basically a NURBS surface that's been wrapped around into a cylinder. So remember that cylinder we have. And then the cylinder has been bent around, almost like a garden hose to match itself up. So again, in this case, we've got one Sweep here. So this is a cylinder that's been swept around. And then we also have a Minor Sweep, which is basically the sweep that creates the cylinder.

So you can see how we have this is the cylinder, and then the cylinder itself is kind of wrapped around. But again, when we look at this, it really is just topologically a four-sided patch. So we've got one, two, three, four corners, four outside edges, and the whole thing is just stitched together very cleverly to make a Torus. Now, with other types of objects, we actually aren't going to be as clever.

So, for example, a NURBS Cube, if I create that, really, all this is is some four-sided patches. So if I go into my cube, you can see it's actually created just four separate patches that represent a cube. So I could actually just move those away from each other, and you can see that it's really just separate objects. Whereas in a polygonal object, these would all be kind of stuck together.

The big point of this is that topology is very important in a NURB Ssurface. You kind of have to think about how would I take a piece of sheet metal and wrap it around to make this particular object? There is really no room for like branching objects, or joints, or that sort of thing. You have to go through some special techniques to make those things happen. And of course, we'll show you those. So those are some of the basic NURBS Primitives. And a lot of times these can be very good starting places for building your own objects.

Show transcript

This video is part of

Image for Maya 2011 Essential Training
Maya 2011 Essential Training

115 video lessons · 26073 viewers

George Maestri
Author

 
Expand all | Collapse all
  1. 3m 50s
    1. Welcome
      1m 34s
    2. Using the exercise files
      26s
    3. A note on screen resolution
      1m 50s
  2. 1h 0m
    1. Overview of the Maya interface
      7m 42s
    2. Working with files and Maya projects
      2m 27s
    3. Navigating viewports
      5m 56s
    4. Reviewing the Viewport menus
      6m 28s
    5. Configuring safe frames and grids
      3m 21s
    6. Selecting objects
      4m 33s
    7. Using the Move tool
      3m 48s
    8. Rotating and scaling
      4m 31s
    9. Manipulating pivots
      3m 59s
    10. Understanding the Channel Box
      5m 36s
    11. Working with the Attribute Editor
      2m 28s
    12. Using the Hotbox
      2m 59s
    13. Working with marking menus
      3m 6s
    14. Customizing the interface
      3m 36s
  3. 59m 25s
    1. Creating polygonal objects
      6m 28s
    2. Working with polygonal components
      4m 42s
    3. Selecting polygonal components
      5m 44s
    4. Working with Soft Select
      7m 3s
    5. Using the Extrude tool
      6m 47s
    6. Keeping faces together
      2m 42s
    7. Extruding along curves
      3m 27s
    8. Using the Polygon Bevel tool
      4m 14s
    9. Smooth and subdivision surfaces
      7m 6s
    10. Blocking out a character body
      11m 12s
  4. 36m 6s
    1. Working with edge loops
      3m 27s
    2. Inserting and offsetting edge loops
      3m 38s
    3. Symmetrical modeling techniques
      5m 53s
    4. Combining objects
      3m 50s
    5. Using the Polygon Bridge tool
      2m 7s
    6. Connecting components and splitting polygons
      2m 48s
    7. Poking and wedging faces
      2m 49s
    8. Working with polygon booleans
      3m 17s
    9. Modeling with nonlinear deformers
      4m 54s
    10. Modeling with lattices
      3m 23s
  5. 1h 18m
    1. Introducing NURBS modeling
      5m 3s
    2. NURBS primitives
      5m 54s
    3. Using the NURBS curve tools
      5m 7s
    4. Creating Bézier curves
      1m 59s
    5. Creating text
      3m 51s
    6. Manipulating NURBS curves
      4m 13s
    7. Refining NURBS curves
      4m 16s
    8. Offsetting NURBS curves
      2m 31s
    9. Editing NURBS surfaces
      7m 3s
    10. Refining NURBS surfaces
      7m 22s
    11. Using NURBS Revolve
      7m 31s
    12. Using NURBS Loft
      4m 11s
    13. Using NURBS Extrude
      6m 0s
    14. Using NURBS Planar
      4m 47s
    15. Stitching NURBS surfaces
      8m 52s
  6. 35m 53s
    1. Extracting NURBS curves from surfaces
      5m 57s
    2. Creating curves on a surface
      3m 53s
    3. Projecting curves on surfaces
      7m 2s
    4. Trimming NURBS surfaces
      3m 42s
    5. Using the NURBS Fillet tool
      5m 31s
    6. Sculpting NURBS and polygonal surfaces
      5m 52s
    7. Converting NURBS to polygons
      3m 56s
  7. 33m 22s
    1. Working with the Outliner
      4m 58s
    2. Grouping objects
      4m 2s
    3. Creating hierarchies
      4m 17s
    4. Duplicating objects
      4m 51s
    5. Understanding the Hypergraph
      3m 32s
    6. Working with Hypergraph connections
      2m 31s
    7. Hiding and showing objects
      2m 12s
    8. Creating layers
      4m 2s
    9. Working with selection masks
      2m 57s
  8. 40m 18s
    1. Overview of renderers
      3m 24s
    2. Understand the basics of materials
      6m 15s
    3. Creating and applying maps
      5m 13s
    4. Using bitmaps as texture
      2m 59s
    5. Working with the Hypershade window
      5m 12s
    6. Working with mental ray materials
      6m 57s
    7. Using displacement and bump mapping
      3m 14s
    8. Using the Ramp Shader
      2m 36s
    9. Using the 3D Paint tool
      4m 28s
  9. 30m 14s
    1. Texture-mapping NURBS surfaces
      5m 46s
    2. Projecting textures onto surfaces
      4m 0s
    3. Texture-mapping polygonal surfaces
      7m 0s
    4. Applying UV mapping
      8m 11s
    5. Using the UVW Editor
      5m 17s
  10. 41m 16s
    1. Creating joints
      10m 2s
    2. Deforming a mesh using the Skin tool
      5m 2s
    3. Creating IK handles
      6m 48s
    4. Creating blend shapes
      5m 39s
    5. Rigging nonlinear deformers
      2m 36s
    6. Finalizing the character
      4m 45s
    7. Rigging the character to the scooter
      6m 24s
  11. 1h 5m
    1. Working with the Timeline
      4m 16s
    2. Creating and adjusting keys (keyframes)
      5m 4s
    3. Editing keys
      3m 13s
    4. Modifying keys in the Graph Editor
      5m 47s
    5. Modifying keys in the Dope Sheet
      2m 51s
    6. Creating breakdown keys
      2m 28s
    7. Animating objects along paths
      5m 54s
    8. Animation playback using Playblast
      3m 10s
    9. Animating with constraints
      6m 16s
    10. Creating animation cycles
      8m 25s
    11. Using set-driven keys
      6m 13s
    12. Adding sound to animations
      2m 24s
    13. Finishing the animation
      9m 45s
  12. 1h 2m
    1. Lights and lighting types in Maya
      7m 29s
    2. Adding depth-map shadows
      4m 13s
    3. Using Raytrace shadows
      3m 28s
    4. Understanding the basics of cameras
      7m 14s
    5. Adding depth of field
      6m 31s
    6. Adding Bokeh using mental ray
      4m 33s
    7. Using motion blur in Maya Software Renderer
      4m 10s
    8. Using motion blur in mental ray
      3m 5s
    9. Raytracing reflections and refractions
      4m 41s
    10. Interactive rendering with IPR
      3m 33s
    11. Lighting a scene
      8m 29s
    12. Batch rendering
      4m 53s
  13. 25s
    1. Goodbye
      25s

Start learning today

Get unlimited access to all courses for just $25/month.

Become a member
Sometimes @lynda teaches me how to use a program and sometimes Lynda.com changes my life forever. @JosefShutter
@lynda lynda.com is an absolute life saver when it comes to learning todays software. Definitely recommend it! #higherlearning @Michael_Caraway
@lynda The best thing online! Your database of courses is great! To the mark and very helpful. Thanks! @ru22more
Got to create something yesterday I never thought I could do. #thanks @lynda @Ngventurella
I really do love @lynda as a learning platform. Never stop learning and developing, it’s probably our greatest gift as a species! @soundslikedavid
@lynda just subscribed to lynda.com all I can say its brilliant join now trust me @ButchSamurai
@lynda is an awesome resource. The membership is priceless if you take advantage of it. @diabetic_techie
One of the best decision I made this year. Buy a 1yr subscription to @lynda @cybercaptive
guys lynda.com (@lynda) is the best. So far I’ve learned Java, principles of OO programming, and now learning about MS project @lucasmitchell
Signed back up to @lynda dot com. I’ve missed it!! Proper geeking out right now! #timetolearn #geek @JayGodbold

Are you sure you want to delete this note?

No

Thanks for signing up.

We’ll send you a confirmation email shortly.


Sign up and receive emails about lynda.com and our online training library:

Here’s our privacy policy with more details about how we handle your information.

Keep up with news, tips, and latest courses with emails from lynda.com.

Sign up and receive emails about lynda.com and our online training library:

Here’s our privacy policy with more details about how we handle your information.

   
submit Lightbox submit clicked
Terms and conditions of use

We've updated our terms and conditions (now called terms of service).Go
Review and accept our updated terms of service.